it's like a ballpit but instead of balls it's cubes
so, a few oddities I ran into while playing, couldn't really get any screenshots though so just take my word for it:
- if you fall down a pit and land on an enemy as you plummet to the ground, the invincibility frames prevent you from taking fall damage
- sometimes, an enemy (seems to be most likely with shopkeeps) can run into a corner and get stuck there, but can still attack you
- blindness potion on enemies doesn't really seem to do anything imo, may be wrong
- getting a status effect while one is already in effect seems to extend the first status effect to the length of the second effect. kinda like this: (status 1     (status 2         )) if that makes sense.
Thanks for the feedback.
- Falling down a pit then landing on the enemy makes you bounce off the enemy and damage him, I like this idea a lot as a "rare save" type thing but I can see how it's confusing. This may have glitched out with the past update, I'll check it out 
- the stuck issue I don't know what's causing it, I'll keep an eye out. Though I have noticed it only with shop keepers hmm.
- blindness makes them randomly move around and lose the ability to navigate, honestly a lot of the potions need to be more powerful and directly noticable imo
- yeah this is an issue for sure, it's a hold over from a long time ago. I'll write this down.
More progress, finished batching the debris.

Go here to view the full gif, and at 60 fps: 
http://i.imgur.com/qT5bcPD.gifvThe pixels are scaled up for testing so I can tell if it's working easier, also because it's fun.
I'm pretty happy with it so far, in debug build I don't drop below 60 fps ever now.  With release I never drop below 150, I'll be curious to see how everything runs on your pcs.
Edit: Debating on batching the sprite objects in game as well, but I think this can wait for a later update.
Edit 2: made a fade in for the lights when the camera transitions, more noticeable in the 60 fps gif.

Full 60 fps: 
http://i.imgur.com/7ppXqpa.gifv