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(+1)

Another good take on the dungeonmaster idea. It's like a puzzle game where the job isn't to beat the level, but to do it as effectively as possible, which I don't see often. Looks and plays fine too!

One quality of life change I think would be to show the player the first second of where the enemy and the hero will head towards, which I think should get rid of more ambiguous moments, where the player will take the path of least resistance, but those several paths are all similar in length.

(+1)

Thx for your suggestion! We will try to add a sorth of ray sight to indicate the hero intention, maybe it will work!