There are some limitations of this game. As far as I can tell, the map is structured from a horizontal line of points that vary in height. This at first seems like a very clever idea on how to handle destruction of the map, but unfortunately this method prevents tunneling under the map, as each said point can vary in height, but must stay on the same X coordinate. The shape of the map could be defined as a function, because for every X there is only one Y. As we know, functions cannot curve over and onto themselves, as they must conform to the vertical line test, where at all points of the function, there can be no other points on the vertical line that is on the said point. However, if we look at an instance of a map that has been tunneled, this fails the vertical line test, and therefore an instance of tunneling can never happen within this engine.
This clearly proves why Gunbound is a superior game.