Yeah, I wondered if that might be the case. I thought having each square be 10 tiles by 10 tiles might be more intuitive while designing things, but it turned out that it didn't really matter.

Once the world map gets bigger and it becomes necessary, I'll just implement something that purges the distant sprites. I'll probably only need around 12-16 loaded at any given time, so it should be pretty efficient even with a gigantic map (hopefully).