If you’re referring to having mountains or cliffs rather than an island or flat grassland, then yes, my cheap rendering hack would quickly fall apart!
However, for rendering entities with different shapes/origin points, I handle that simply by changing the tile’s originX/Y
values when it is loaded (so that its coordinate rotations cause it to travel according to the point that it meets the ground).
Anyway, I’ve also published an alpha version of the game here, along with some discussion of various development decisions. I hope that you find it interesting!