I think this is one of the most innovative games coming out of the jam. The concept is excellent and uses the grid-based presentation to create something a little more strategic. Finding ways to cut enemies off creates interesting configurations with your own aura, making you think about the space of the maze itself to align properly. Strangely enough, this feels like it could work well with less procedural generation - thinking about puzzles that use more complex twists and turns in the map could create a sort of reverse Sokoban situation. There's a lot of potential here. Nice to see someone code in the Love2D framework too!