Twist, Turn, and Finally Go the Right Way

Ok, movement has been revamped once again...
Instead of tilts, which were a pain in the royal #^@!@#!!@, I've switched back to twisting the cube to move.
And this is actually working out MUCH better than it was before. I can reliably travel through the dungeon now without fighting the controls every other step, which is a pretty important feature for a dungeon crawler.
We also made another fairly major change: the dungeon is no longer physically mapped to the cube.
Originally, the dungeon wrapped around the cube itself. It was a neat idea, but it also meant constantly dealing with cube orientation, figuring out which direction was which, and designing the dungeon around the physical layout of the screens.
Now we're using a traditional dungeon map — square or rectangular — and simply drawing the portion of it around the player.
This solves a whole pile of problems, but it also gives us something even better: a much more dungeony dungeon.
We can have actual rooms. Corridors. Twisting paths. Dead ends. Larger areas to explore. And we're no longer restricted to designing the dungeon around the physical shape or size of the cube.
Bonus for all!
I've also just implemented two new special items: the Map Scrap and the Dungeon Map.
If you manage to find a Map Scrap, it'll reveal an area of the dungeon around your current location. Find a full Dungeon Map and the entire floor is uncovered.
Of course, they're not necessarily going to be sitting somewhere obvious waiting for you. They could be buried in debris or carried by an enemy, so it pays to poke around and explore everywhere.
I still need to wire combat and the rest of the game systems back into the new renderer, but that shouldn't take too long. Most of those systems already exist — they just need to understand the new way we're displaying and moving through the dungeon.
After spending entirely too much time fighting movement and orientation...
Things are finally looking up!