bump: minor type: feat Less to write for a game. **`Map` cell API** — `Map.get/set/fill/rect/border/random_cell/is_solid/is_solid_at/width/height`: a game edits the engine's tilemap in place and asks it what is solid (from the `Solids` config) instead of keeping its own grid. **`Sprite` does the small animation work**: `move_id` is the strip drawn while the entity moves, `face: 1` turns it toward its movement, and the `flash` / `blink` countdowns give a white hit flash and an invulnerability blink with no handler. **`scene X shows Menu`** — the engine opens the menu (and frees the cursor) on enter, draws it last in Overlay, and closes it on exit. **`import "dir/*.ludic"`** imports a directory in name order. **`IVec2.distance2/within/heading/along/step`** and **`Angle.diff_degrees`** cover the geometry every action game rewrites; **`List.sample`** draws distinct random picks; **`Input.move_i`** is the standard top-down movement intent; **`AimMode.Auto`** aims with the mouse, or the right stick while a pad is connected; **`Weapon.set_rate` / `Weapon.rate`** change a fire rate in place; projectiles now die on `Solids` tiles by themselves; **`Screen.bar`** draws a meter. Handlers inside a scene's layers are scene-qualified (`Play_Draw`), so two scenes may both name a handler `Draw`; `enable` / `disable` of a scene's own handler by its bare name still works from inside that scene.