Signed in as __USERNAME__. Fork of the isometric demo with facing decoupled from movement. Gamepad right stick sets the facing direction (persisting when released; arrow keys are the keyboard equivalent); left stick or QWE/A D/ZSC move. Movement never changes the facing. The walk animation always plays the facing direction's cycle: moving backwards relative to the facing runs it in reverse (FWD/REV shown top-left), forward and sideways play it forward for now. Numpad +/− steps the requested speed. While deflected, the right stick also points at a tile: a translucent ellipse level with the grid snaps to the tile nearest the stick's point, from the character's own tile (deadzone edge) out to ~6 tiles (full push; the range is direction-scaled to the iso geometry: 6 tiles diagonally and vertically, ~4.5 horizontally).
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