[b]@Gabriel [/b] - Awesome! Thanks for the feedback. We'll work on the platforming. It seems like we just have to increase the acceleration a bit. [b]@Peidorreto[/b] - Ah! That. I totally forgot about that! I am using a single file for each sprite, the problem is the image loader is set to repeat, so at certain zoom levels it's getting a little extra at the edge, I guess the mipmaps are picking it up. Gotta fix that, thanks for the reminder! Yup, sounds would be good, we just haven't gotten to it yet. [b]@WombatTurkey[/b] - Thanks! Yup, particle effects, and a little bit of shader work. The default "Particles2D" is kind of terrible, so I wrote my own particle emitter in GDScript. Unfortunately GDScript seems to be really slow, so I only use my custom emitter when I really need it. The trails on the fireballs are a very simple default emitter, plus a shader that multiplies with two, diagonally-panning textures, plus a tiny bit of UV distortion with a normal map. The explosion emitter has a sprite map with 4 images for a little variety, and this little shader: [code]uniform float opacityMult = 2.0;COLOR.a = (tex(TEXTURE, UV).a - (1 - SRC_COLOR.a)) * opacityMult;[/code]Instead of multiplying the modulate color alpha, it subtracts, so rather than the whole texture fading out evenly, it sort of shrinks, like so:[img width=700 height=195]http://i.imgur.com/y8PZqXM.jpg[/img]That effect uses my custom emitter so I can add in some inherited velocity from the fireball. That way the explosion carries on a little bit in the direction of the hit, instead of being weirdly static. There's also the little bits that fall when a fireball explodes, those are rigid bodies. I have a highly stripped-down version of my emitter to spawn those. They also inherit most of the fireball's velocity. Each rigidbody bit has a Particles2D emitter on it as well, haha, for those little flames.