I get what concept you were going for, and it does feel out of your control, but unfortunately with no stake in being fast mixed with limited visibility it often become a long waiting game as you wait for the characters to rotate to the correct one instead of a planning/strategizing one. The visual language as well make it hard to tell what is wall and what is ground. They are too close to be discernible from each other at a glance. I like the idea of each character having individual roles though.