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(+1)

The input is harsh. I think it should be linear without so much acceleration. Input friction is the main challenge here, it’s not the actual gameplay.

Some items are too scattered. It makes a better sense if you can pick up any other item relatively easy from any point of the map.

Is there a way to predict what object the next ghost will need? If it’s not, then the navigation management doesn’t make a lot of sense. It’s a good idea to make the state of the game more clear (or viewable?).

The aesthetics is good.