Thank you for testing this so quickly and writing down exactly what happens. Knowing the shake is dropped completely, rather than jittering, saves someone a confusing afternoon. We will watch the changelog for the fix.

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Thank you for making a web export. For a small web game, 30 large explosions at once takes 23 to 30 ms, past a 60 fps frame, while 10 at about 11 ms still fits. Capping big effects near ten in a browser build looks like the safe rule. Web numbers on the page would answer this for the next person before they ask.
Applying the effects just before the frame is drawn and removing them after is a neat way to keep raycasts on the clean camera. Does that still hold with 3D physics interpolation turned on in Godot 4.4 or later? I'd like to know whether the shake lands on the interpolated camera position or on the last physics tick.
Good call keeping text labels beside the state colours and symbols; a shortage that only reads as red is easy to miss. Since the panels are full sprites rather than nine slice, do the SVG masters keep a uniform border width? If they do, a buyer could cut their own nine slice from the master at any size instead of stretching the 128 px export.
Shipping the symbol alone on transparent next to the colour coded tile is handy, since a minimap and a quest log usually want different looks. Does the sprite sheet cell map name each cell (quest_daily, shop_blacksmith and so on), or is it by index? Names would let a quest log look an icon up by key and survive a future pack update.
Nice set. Do the tilled, wet and dry sheets share the exact same 47 tile layout? If they do, a watering system can turn a plot from tilled to wet by offsetting the atlas instead of remapping every tile. And is the order the common blob template, or would the terrain bits need setting by hand in Godot?
The face sheet keeping the body identical between expressions is a nice touch. What frame size do the battlers use? You mention they stand a little taller than the default actors, so I'm wondering if the sheet keeps the standard 64 pixel cells or uses bigger ones. That matters for anyone mixing them with stock actors in the same party.
The spec list is clear. The triangle total and the shared 64 px palette make it easy to judge before downloading. Two small things. Are the pivoted window leaves set up with the origin on the hinge so they can be swung open in engine? Since a Godot 4 web export runs on the Compatibility renderer, saying which renderer the PS1 shader was checked under would help.




















































































































































































































































































































































































































































































































































































































































































































































































































