Pulp Game-switching saving

Hey y’all,

I’m working on a game inspired by one of my favorite quirky survival horror games, Resident Evil: Gaiden. It’s also my first time experimenting with the pulp game-switcher. In the game, you traverse an overworld, and when you run into monsters, you are thrown into a turn-based-ish battle system where you use the crank to aim and attack the monsters. My vision had been to separate these two gameplay sections using the pulp game-switcher (for space and organizational reasons), but I’m having some trouble figuring out if variables track across the instances. In my code for the overworld, for example, when struck by a monster, I have this:

`if event.px==3 then
	if event.py==2 then
		enemy_type = "vinemonster"
		current_room_type = "outside"
		return_room = event.room
		enemy_room_x = 2
		enemy_room_y = 2
		store "current_room_type"
		store "enemy_type"
		store "player_hp"
		store "inventory_slot1"
		store "inventory_slot2"
		store "inventory_slot3"
		store "inventory_slot4"
		store "inventory_slot5"
		store "inventory_slot6"
		store "pistolammocount"
		store "flareammocount"
		store "hbombcount"
		store "syringe_count"
		store "return_room"
		store "enemy_room_x"
		store "enemy_room_y"
		store
		ignore
		shake 1
		invert
		wait 0.1 then
			invert
			wait 0.1 then
				invert
				wait 0.1 then
					invert
					wait 0.1 then
						invert
						wait 0.1 then
							invert
							wait 0.1 then
								invert
								wait 0.1 then
									invert
									wait 0.1 then
										invert
										wait 0.1 then
											invert
											wait 0.1 then
												// transition to battle game here
												gotoPDX = "gaidenlike-battle"
												store "gotoPDX"
												store
											end
										end
									end
								end
							end
						end
					end
				end
			end
		end
		tell 2,2 to
			play "vinemonsterholeattack"
		end
		tell 2,1 to
			play "vinemonsterholeattack2"
		end
		tell 3,2 to
			play "vinemonsterholeattack3"
		end
	end
end

end`

We are successfully swapped into the other game instance, but then in the battle game instance, almost all the “on draw do” code is predicated on reading those values stored in the overworld instance. However, in my testing so far, with debug values and such, the values are not being loaded in, or something else is amiss.
I’m running a simple:

on load do
end

on start do
restore
end

in the battle game instance.

What am I missing? I feel like swapping back and forth between game instances has my brain cooking, so I may just need a gentle reminder on how things work here.