Only one room is loaded at a time, so the number of rooms in your game will not affect performance - only package size. However, and this touches the same waters Aura dipped into, you will want to organize your texture groups according to your rooms and shared resources. Just because you don't use room 2 doesn't mean you won't load textures used in it; if they're on the same texture page. To keep memory usage low, have a texture group for shared textures that are present in largely every room and separate groups with room-specific textures (e.g. backgrounds or boss graphics). You can then flush your textures (draw_texture_flush I believe) when you change rooms -- NB: this may cause a delay as all the shared resources have to be re-loaded. A function to unload specific texture groups would be nice.