I'm so glad the feedback could be helpful!
I feel like I missed some details in my last comment, so just clarifying in case it can also help:
- I also enjoy the kick-to-chat idea, it's just the uncertainty about which enemies are chat-able that made me hesitate! It seems like the overall rule might be "enemies that don't chase you are safe to kick"? But there are a few times I avoided kicking a character because I was afraid it might trigger a huge fight if I guessed wrong, and I was discouraged from experimenting because dying on longer floors can feel so punishing (though of course that last part could change depending on adjustments to difficulty or to the save system, etc.!)
- Regarding the minimap, I was imagining something simple that fills up as we explore, but may not necessarily give all the info (for example, not revealing hidden rooms until they're entered). "Minimap" may be the wrong term actually, I guess I meant a simplified and scaled-down dynamic map? But I like your ideas and suggestions, too!
Honestly most floors felt good to me with their natural shapes and scenery markers, and I didn't feel a strong need for a map while playing those. It was mostly just the spooky floor that made me wish for some way to more efficiently track where I've been, since it requires a lot more back-and-forth while combing every room for the right scenery.
And I definitely understand about running out of time, haha...
I've bookmarked the game and I'm really looking forward to later releases, all your plans sound super cool!! (Especially very excited about the SugarCube writeup, it's such a fascinating accomplishment!)