rerolls now spawn at about 1 per level ************** TODO - n-gon ************** map: laboratory rooms with switches that change physics gravity room portal room laser room radiation room map: prison doors linked to buttons mobs inside the doors? button: blocks that are on the button at an angle will slowly slide off the button maybe just avoid long blocks near the button? maybe actively hold the button in place? hazards should slow blocks, bullets, mobs? mob damage? rotor doesn't work with plasma torch seems to have no effect pilot wave maybe rewrite pilot wave to apply a force from an angle, like plasma torch this would be probably too much work, but worth a try time dilation field (mostly fixed, but it would be nice if it started up faster after a pause) sporangium and neutron bomb (mostly fixed, but it would be nice if it sticked instead of bounced) new gun - deploy a turret that last for 20 seconds fire nails at nearby targets once a second. use mine code and bot code field that pushes blocks and mobs away charges up on mouse down and triggers on mouse up drain mana while charging up maybe push effect should last 10 cycles to give a more gentle feeling mod - AoE radiation might work when the effect ends or maybe just anytime another mob is near medium caliber gun in between minigun and rail gun mod: electricity damages mobs that get near the bullet get ammo back if it hits mobs ammo returns to you if it misses bullets have a gentle arc? mob that flashes the player (makes the graphics not update for a couple seconds) 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: efficient shielding (requires standing wave harmonics field) lowers force applied when blocking mobs (instead of flinging them away, you push them like with plasma torch), but uses less energy to block mobs and making it so liquid nitrogen and uranium reactor core have that effect in a radius around the player instead of on contact the idea being that you're sacrificing defense and instead of flinging away mobs when they touch the field, you're letting them stay longer in your field so that they take more damage 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? make a visual indication of max health shrink font on small screens (so you can see 5 options on power ups) graphic idea: bezier curve that moves smoothly from mob to mob loops around player 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 what about a neutron bomb mod, that causes the bomb to activate right after you fire and slowly move forward with no gravity redblobgames.com/articles/visibility https://github.com/Silverwolf90/2d-visibility/tree/master/src could apply to explosions, neutron bomb, player LOS bug - sticking bullets don't always gain the correct speed from mobs after they die possible names for mods 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 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 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) mob - stuns, or slows player boss mob - let it die multiple times and come back to life on death event spawns a new version of self, but with a decrementing counter bullets cost 5 life instead of ammo, but return 5 life when they hit a mob replace life with energy or ammo? 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 mob navigation https://abitawake.com/news/articles/enemy-ai-chasing-a-player-without-navigation2d-or-a-star-pathfinding mod - scale squirrel cage rotor with current energy is variable speed going to be hard to deal with? mod - you can no longer see your current health 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 css transition for pause menu 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 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 n-gon outreach ideas blips - errant signal on youtube reddit - r/IndieGaming hacker news - show hacker news post