Odd Passages 0.3.5-alpha -- alpha

Systems are still being built and every number is a placeholder. CHANGELOG.md
says what changed in each build; the end of this file says what is not built.

Run oddpassages-0.3.5-alpha from this folder (double-click is fine). Keep packs/ beside it:
the game reads its content from there, and says NO PACK on screen if it cannot.

WASD to move, mouse to look, shift to sprint, space to dodge (a backstep if
you are standing still). Q swaps weapons. Left click swings the Cleaver or
fires the Lapidator; right click throws its heavier stone. Walk into a door
to go through it; a fog wall -- a boss's door while it lives, and the gold
one that is the way down -- is entered with E, and walks you in. E uses a
chest, fountain or monument; aimed at a mob, E locks the view on it, and E
again or a hard mouse turn releases it.

An enemy winding up draws the arc its blow will cover, filling as it winds
and sweeping white as it lands: that arc is exactly what the blow will test,
so stepping out of it, or through the blade to the side it has passed, is an
answer to it. One that throws holds its stone first, and the stone is a thing
in the air you can watch and walk out of. Enemies give up if you outrun them
far enough, and heal on the way home.
Escape pauses: resume, new seed, debug mode, run time, quit. Debug mode marks
the run and cannot be turned off; backtick opens the console, F3 the overlay.
Start with --debug to launch marked, if asked to reproduce something.

The seed and floor are at the bottom left. If something looks wrong, that pair
is what to report -- it names the floor exactly.

Not built yet
-------------
There is no way to heal except the console, and nothing drops Grit, loot or
anything else. Fountains and the monument answer E and do nothing with the
answer. No saving, and no sound at all. The world does not lie to you yet:
every room is where it was and every door leads where it led.

Bodies are placeholder solids and a door's art is a line, so enemies are told
apart by their shape and their numbers rather than by looking like anything.
Every number -- health, damage, Grit, stamina, how far a dodge carries you,
how many enemies a floor holds, how the lock-on settles -- is a placeholder
and will move.

Two things enemies do that are known and not yet decided: one that only
throws and is cornered against a wall stands holding its stone rather than
fighting you at arm's length, and a boss's strike reaches you through a thin
column when the same column stops its shots.
