I understand what you are saying about a reachable goal. The goal is simply to not die, which I realize means that there is no win condition. There's nothing that you are trying to get to so that the game can end. I could have added one, but I chose to not because I preferred the open ended nature of it technically being able to go on as long as you can survive and not be caught by ghosts. Collisions on map transitions are a nightmare, and they make me realize that I should have just declared an entry point for each map which would have never had this problem instead of using the players current x and y to calculate where they should be on the next map.
Viewing post in The Very Thirsty Plant & the Labyrinth of Ghosts jam comments
I understand your reasoning. I would then just put in a timer and a "round" marker of how often someone watered the plant.
As for the transitions.. just instantiate the player on the center position each time on a map switch. Then you will not run into such an issue. Might not be the best choice, but it should work.