Thanks for the suggestions @Gruk!
That’s an interesting idea. Would the “level loading” state in the begin be worth it though? I guess that for a large level, it could be quite heavy processing. Perhaps, I could address it by having a large circular sprite (hidden, acting as my “field of view”) following the player, and map the blocks in collision with it which hasn’t been mapped yet. Right?
I like the idea of the “ghost go”, it could be implemented with the “shooting view objects” approach of this old thread: How to make simple enemy AI (No zombie AI) - #13 by paulera. It also allows for modifying tiles availability on the fly (e.g. when a bridge is activated or a gate is open, I could remove the barrier blocking the “view objects” and new movements become possible). I am just not sure if this “view object” trajectory would cause glitches if too fast, or lag if too slow.