You're welcome, and yeah I ve encountered the info warning about old men now.
Do they cause insta death ? I think if their trap only removed one hit point it would help a bit. Its a tricky thing to design because i like the concept of having to identify who is evil every run but at the same time gameplay wise the first runs of new players are gonna confusing and seem unfair. The other tricky part is your game punishes hard on backtracking with the poison system, so if you meet the old men before identifying them you re kinda screwed?
Excited for the performance increase, on my phone the game starts chugging like crazy after I explore 12+ rooms. Maybe too much data to remember?
Yes, changes like those are the ones I've been planning--namely backtracking woes will be softened--thanks for the suggestions! The data is being managed fine, but the way Flash handles removing and loading textures causes the hiccups; more twextures, longer hiccup. That sort of lag should be reduced greatly in the next update, of which requires a lot of manual texture reworking, which is what's been taking the next update so long. Either way, other things not related to that should make it a bit better as well. Truth is, I started programming this game a loong time ago, and I'm learning more about how to write neater code, so I've been rewriting a lot of old stuff to speed things up. There's a priority list I'm going down, and my efforts are just now starting to show. Fingers crossed!