Hey, glad you are liking it so far! Global zoom and rotation is something I toyed with in the past but there are some weird bugs that crop up with it that need to be cleaned up, i.e. gaps appear in tilemaps, I think because I am rounding off sprite positions to the nearest pixel when drawing (ironically, to avoid gaps appearing at 1x). There's also a few design decisions to make --
-- the biggest one I'm aware of in my tinkering is tracking the mouse position. My first inclination would be to make zoom/rotation a property of Views, so that your game view can scale/rotate without the debug console being affected. The console sits in a special meta view that is drawn above the main view; the mouse, keys, and gamepad objects do too, since they don't change across views either. The problem then is that if you scale the main view 2x but not the meta view, your mouse pointing at (100, 100) now acts as if it is pointing at (50, 50). It gets worse when you rotate the view, too.
So I'm not sure what the right way to approach the problem is, but I'm open to suggestions.
chris