gordy.p8
  It's the thing! It's the file you load into Pico-8!
  
  Token-wise this is code golfed to hell and back but byte-wise it's not that
  bad. Indentation and variable names are still pretty readable. Comments and
  debugging affordances are long gone, of course.
  
  To make changes I would start by disabling a feature to make room. E.g.
  rounded water corners is pretty optional and self contained, and it'd give
  you ~80 tokens to work with. Tab 0, lines 334-344.
  
tools/gordy.tmx
  Load this up in Tiled to see/edit the map.

tools/gordy.png
tools/gordy.tsx
  These are Tiled support files.

tools/mapconv.py
  This script compresses the Tiled map and stores it in gordy.p8. If the last
  number in the output is positive, that's how many bytes over the 8k limit
  the compressed map output is.
  
  The compressor is basically just RLE built on top of PX9's integer encoding
  function. I also do some preprocessing so runs in both axes get compressed.
  I'm sure it could be better but it's an effective algorithm for this style
  of level design.

  Known bugs, if you're gonna try to edit the map:
  - Tiles below the top 4 rows in the sprite sheet break the compression
    algorithm. 
  - When saving the game state, items you've collected are hashed by their x/y
    coordinates, and sometimes there are collisions. If your unlock isn't
    persisted across sessions, try nudging its location a little bit.
    
    (The hashing function sucks because I didn't realize it was a hashing
    function at first; I thought I was actually storing all the data. Never got
    around to fixing it.)

tools/story.py
  This script preprocesses the dialog tree and gives you a string to include
  in the game. I didn't bother to automatically replace the string in gordy.p8
  for this tool, so it's up to you to copy and paste.
