In the first 4 levels: added a much higher chance of getting a second gun or extra ammo if you don't get a second gun mod - arsenal: +7% damage for each gun in your inventory mod- generalist: spawn 2 guns, but you can't switch guns at the start of each level switch guns requires arsenal ************** TODO - n-gon ************** level Boss: fractal SierpiƄski triangle https://en.wikipedia.org/wiki/Sierpi%C5%84ski_triangle spawns a 1/2 size version of the boss, this version can also spawn a smaller version, but it is capped at some size level they spawn once at the start of the level if a version dies, one can be replaced every ten seconds by the largest version performance issues with large numbers of spores consider limiting total bullets? 300? level element: a hanging chain of connected blocks level element: a zone with wind, anti-gravity, extra gravity control with button give mobs more animal-like behaviors like rain world mobs play, look for food, explore 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 map: laboratory rooms with switches that change physics gravity room portal room laser room radiation room a button that spawns a heal. mob: wall mounted guns / lasers not part of randomized mob pool, customized to each level 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 in the final level you see your self at the starting level, with the wires you shoot your self to wake up? nonaggressive mobs 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 can the (robot) (escape captivity, and learn new technology) while managing (health, energy, negatives of technological upgrades) to overcome the (mobs, dangerous levels) to achieve a (technological singularity/positive technological feedback loop) new gun - deploy a turret that last for 20 seconds fire nails at nearby targets once a second. use mine code and bot code mod - mines become a turret that fires nails it could float to the mouse location on fire minigun: high caliber - rework slow down the bullets even more and increase the size? remove and actually make a full gun like this? portals: portal while holding block sometimes send player back to original portal only seems to happen with the bottom right block use buttons to turn on and off? level boss: fires a line intersection in a random direction every few seconds. the last two intersections have a destructive laser between them. map: observatory button controls rotation of telescope laser beam shoots out of telescope button opens the dome map: prison doors linked to buttons mobs inside the doors? map: airport mod - do 50% more damage in close, but 50% less at a distance code it like mod.isFarAwayDmg have these mods disable each other phase field still isn't fun rework renormalization mod as well does phase field need the stealth flag? mod: use the stealth flag from the phase decoherence field maybe trigger it along with the damage immunity CD mod harmonic shield: slow everything in range around shield (temporal shield) set max speed? mod: bot very slowly follows you and gives you a bonus when it's in range it moves through walls effect: damage bonus?, damage reduction?, push away mobs, limit top speed of mobs/blocks/player? graphic idea: bezier curve that moves smoothly from mob to mob loops around player graphic: give rail gun projectile a trail only draw above speed 5 track previous positions? movement fluidity let legs jump on mobs, but player will still take damage like: ori and the blind forest, celeste many of the movement abilities in these games require levels to be built around the ability general feeling of responsiveness and control coyote time: can still jump a few cycles after leaving ground mod: double jump mod: air dash mod: wall jump wall grab? maybe remove falling damage and block damage? bug - mines spawn extra mines when fired at thin map wall while jumping redblobgames.com/articles/visibility https://github.com/Silverwolf90/2d-visibility/tree/master/src could apply to explosions, neutron bomb, player LOS possible names for mods holonomy - parallel transport of a vector leads to movement (applies to curved space) Hypergolic - A hypergolic propellant combination used in a rocket engine is one whose components spontaneously ignite when they come into contact with each other. have a mob apply a positive status effect on other mobs, heal? make it yellow damage bonus, but how? possible balance issues boss levels - small levels just a boss, and maybe a few mobs boss level for timeSkipBoss because of game instability for boss on normal levels this might not fix issues an effect when canceling a power up ammo? heals? 50% chance for a mod, 25% heal, 25% ammo add player Scent Trails for mob navigation https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding settings - custom keys binding css transition for pause menu 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 animate new level spawn by having the map aspects randomly fly into place n-gon outreach ideas blips - errant signal on youtube reddit - r/IndieGaming hacker news - show hacker news post