************** TODO - n-gon ************** an effect when canceling a power up ammo? heals? 50% chance for a mod, 25% heal, 25% ammo liquid nitrogen cooling Mobs freeze on contact with the player uranium reactor core Mobs get irradiated on contact with the player add player Scent Trails for mod navigation https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding try adding a subtile shift of color towards red, green or blue block, map, background, text? color could be random as each level loads player health becomes NaN occurred a few times at higher levels game.dmgScale, game.healScale not corrupted didn't occur: shotgun / laser with all mods that have no requirements mod - killing a stunned mob gives something ammo or heal power up? mod - scale squirrel cage rotor with current energy is variable speed going to be hard to deal with? boss level for timeSkipBoss because of game instability for boss on normal levels boss level needs to be very simple (maybe no other mobs, or no random mobs) mod - you can no longer see your current health boss mob - just a faster and larger version of a springer mob could have a more frequent random walk always shielded consider combining with time skipper field? pulse and time dilation only upgrades left with no dedicated mod mob - time skipper: sends a pulse wave out that will cause time to jump forward 1 second. mob stabber - extends one vector like the shooter, but quickly in order to stab mob sniper - targeting laser, then a high speed, no gravity bullet mod - nails do poison damage mod - increase laser bot range, and reduce energy drain mod - mines become a turret that fires nails it could float to the mouse location on fire mod - blocks stun mobs settings - custom keys binding lore - a robot (the player) gains self awareness each mod/gun/field is a new tech all the technology leads to the singularity each game run is actually the mech simulating a possible escape this is why the graphics are so bad, its just a simulation final mod is "this is just a simulation" you get immortality and Infinity damage the next level is the final level when you die with Quantum Immortality there is a chance of lore text atmosphere levels: change the pace, give the user a rest between combat low or no combat, but more graphics explore lore find power ups in "wrecked" mechs representing previous simulations how you could leave something in one simulation that effects a different simulation Maybe some strange quantum physics principle. add text for player thoughts? simple puzzles cool looking stuff large rotating fan that the player has to move through nonaggressive mobs in the final level you see your self at the starting level, with the wires you shoot your self to wake up? css transition for pause menu mod - do extra damage based on your speed do more damage when not moving? take less damage when not moving? gun/field: portals use the code from mines to get them to stick to walls or lasers alternate red and blue portals weekly random challenge where everyone playing each week gets the same random setup. The randomness would be determined by the date so it would sync everyone. power ups still drop, but the drops are determined by a preset list that changes each week. gun: Spirit Bomb (singularity) use charge up like rail gun electricity graphics like plasma torch suck in nearby mobs, power ups?, blocks? sucked in stuff increase size uses energy hold above the player's head small Boss levels sensor that locks you in after you enter the boss room boss that eats other mobs and gains stats from them chance to spawn on any level (past level 5) add a key that player picks up and needs to set on the exit door to open it make power ups keep moving to player if the pickup field is turned off before they get picked up not sure how to do this without adding a constant check animate new level spawn by having the map aspects randomly fly into place give mobs more animal-like behaviors like rain world give mobs something to do when they don't see player explore map eat power ups drop power up (if killed after eating one) mobs some times aren't aggressive when low on life or after taking a large hit mobs can fight each other this might be hard to code isolated mobs try to group up. game mechanics mechanics that support the physics engine add rope/constraint get ideas from game: limbo / inside environmental hazards laser lava button / switch door fizzler moving platform map zones water low friction ground bouncy ground