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Thanks for playing :D

“Retro” theme is represented in “Old Wild West” vibe, not artstyle itself :D

As for UI responsiveness, can’t really pinpoint to cause of that either. But, probably, nothing to do with physics tick rate, at least in case of this game, since nothing is connected to _physics_process() (all “follow mouse” functions are triggered by _input() ).

Let me know, if you’ll get more data on that, will check it on my side :D

The little bit of research I got suggests that while sprites have this strange lag, controls have built-in drag-and-drop. That's really strange, but hey, it's worth a shot.

Ah, right, I remember new Controls transforms been thing in newer versions of Godot. Will for sure need to learn and test those out. Maybe next time :D

Thank you :)