Make it so they can push but at a cost of something, say mobility, or stamina. This makes it so the gameplay strategy is one that will require the player to think in advance while also removing that funnel effect that it causes in tight spaces (although this might be something you would want? if so, you could modify the penalties to be based on the type of push, say, if the space if very tight and the only available spaces would be behind then, instead of pushing aside or forward, he would have to actually pull and as such lose more time then if he simply had to shove him aside). Hope that makes sense, I don't know, thank you for this amazing project and good luck. :D
l30sh00t
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