OK paths are a little more interesting
More tweaks to generation
Added fading colours for debug
Score is now weigth, weight is color

Darkest path!
Winner is based on weight, and pathing works

There are bugs though: I have to ensure that the weights fall inside
0 < w < 1 and I have to prove the shortest path algorithm, because right
now I seem to be able to beat it...
Fixed an issue:

the map seemed to have been rotated
No! It turns out it wasn't the map that was flipped!

It was the code that reached into the map to get the score. Once again,
having x, y in one place and row, col in another has really messed me
up. Must remember: x, y... col, row
Tinkered with score bars and color
Centered and scaled the map
Improved the HUD
Minor fixes

The score keeps going after you finish a level. The goal tile has
no value.