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How to add more 'juice' to grid based movement?

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Grid based movement type of games (like those old Pokemon) comes with loads of convenience for the developer, but i've always been a little annoyed by the lack of juice in these games.

While developing a game myself, and reaching a point of polishing some rough edges, I was wondering if there are some proven concepts or ideas to add more 'juice' to cardinal grid based movement? Most simple way to put this question: "How would you juice up the movement of the 2D Pokemon games"

 

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Personally, I like movement where the player snaps to each individual square, like a tile based rouge like game, as it lets the player move at their own pace, but perhaps if you'd like a better answer for your question, you'd have to be more specific on what you mean by making movement more "juicy."

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