Recursive Depths by mao

Collect as many gems as you can within 1000 moves!
Known issue: Controller bindings may be incorrect on Firefox.
Controls
- Arrows/WASD/Left stick/Tap: Move
- Enter/A/Tap player: Descend (only to already visited tiles)
- Backspace/B/Tap "Ascend": Ascend
- Escape/Start/Tap "Menu": Open menu
Tips
- Deeper layers have more gems, but also more enemies and fewer descent points.
- Tiles you can descend on are highlighted orange.
- You can also ascend by moving into a larger tile.
- Tiles with enemies or locked doors are more likely to contain useful items.
- Look for descents on the layer below you before descending to it.
Changelog
Hotfix 1: Fixed a bug where restarting wouldn't work if you ran out of health
Hotfix 2: Fixed a bug causing gems to be 10x rarer than intended
Hotfix 3: Fixed score not being reset when restarting, and mouse/touch movement still being possible during death cutscene
Ratings
| Overall | 340th | 3.675⭐ | 22🧑⚖️ |
| Fun | 404th | 3.425⭐ | 22🧑⚖️ |
| Innovation | 17th | 4.325⭐ | 22🧑⚖️ |
| Theme | 26th | 4.4⭐ | 22🧑⚖️ |
| Graphics | 630th | 3.225⭐ | 22🧑⚖️ |
| Mood | 751th | 2.947⭐ | 21🧑⚖️ |
| Given | 21🗳️ | 17🗨️ |
It would be great if I can somehow see on which tiles I have already descended, but overall amazing entry!

@jahwffrey Yeah, I had meant to change the highlight colors to be a bit clearer but didn't get the chance before the deadline came. If I make a post-jam version, that'll definitely be one of the first things to change.
@khaotom Thanks for the report! I'll fix this when I get the chance.
Great job!
~Xp
Each tile keeps a reference to its 4 children to keep track of which corner they're in, and there's a helper function that walks up and down the tree to determine the adjacent tiles for player movement. Tiles split by hiding their sprite, adding scaled down copies of their prefab as children, and giving them appropriate loot or obstacles. So it's basically just a pile of nodes pretending to be a quad-tree.
Honestly, I'm astonished that it performs as well as it does. I suspect that the tiles not moving helps, only the player and the camera actually move around.