Oh no, I hadn't seen the sprint :o I just tried again with it and it's true that it's better ^^ the large size of the maps remains a problem for me nonetheless. For a puzzle game, the essence of fun relies on solving the puzzle and I think forcing a long exploration of the map (because it's very big) brings a frustration that goes against that. I must admit that I found it a bit frustrating to chase a character in level 1 while being just two squares apart without being able to catch up ^^' Maybe it would be interesting for the ghost to have a dash?
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Thank you for responding and clarifying! Thats good to know and helpful, and I'll see if other people feel similarly too.
I think you're right about this being a problem, though I'm not sure if a dash is the right solution since the point of the game is figuring out the characters schedules and planning accordingly, especially since most characters don't move in diagonals and the player character is the only one that can move through walls (plus adding a dash could introduce other problems, like how do i prevent people from spamming dash, etc?)
So I figured the player would eventually learn that chasing isn't the best strategy, but rather learning the routes and intercepting where characters would be. But maybe that learning process is too frustrating for new players?
I'll keep brainstorming on it, but perhaps reducing the map size might be the solution, but I'll get some more feedback so I know what the problem is for sure. But, anyways, thanks again for your feedback and taking the time to respond!