

Keeping the original 1996 generator and only changing the tile→3D builder output is a clean split — especially with the fixed 1 tile = 2 m scale so layouts stay familiar. Curious how the builder resolves T-junctions and corners when an arch and a wall share an edge: whole prefab swaps, or rule-stitched wall segments? Also, with the HUD still authored in 640×480 and one scale factor for ultrawide, did anything feel too sparse at 5120×1440, or did that single factor hold up across the demo?


Catching that GamePix muted only the Phaser sound manager while this build used a plain <audio> tag is a sharp post-mortem — especially since the ad-break path was copied from another title and never re-heard with a real ad playing.
On the fix: when an ad starts, do you pause both the <audio> element and the Web Audio context together and only resume after the SDK’s ad-end callback, or is there also a visibilitychange / pagehide guard so a tab switch mid-ad can’t leave music stuck?
Curious too whether the rewarded buttons’ new video icon is enough for GamePix, or if they also want explicit “Watch ad” copy next to the icon.