Bugs: ? - Object loading after being in view ? - Kill before or after attack Accessibility issues: -> freeze/earcopter attack patterns are not obvious (either needs to be shown on map or add select menu with infos if not possible + tutorial to explain the existence of select menu ?) -> There is no indicator that the max health is 20 ? -> B + arrow is not obvious (tutorial ?) x -> when stairs spawn in the same room as the bunny, it's not obvious that it's not the stairs we just came from Need to be refactored: -> general structure is messy (why is Update_Animation_Step in entity/action.gbasm ?? What is even entity/action.gbasm supposed to be ??) -> split fox turn into multiple subfunction that could be reused in other enemies turns functions -> create an enemy turns thingy directory, move attacks inside of entity/enemies (both enemiesattacks and playerattacks) -> tiles are duplicated in the tree tilelset and could be reduce to 32 tiles Medium term: -> Add special attacks/capacities to the bunny x * Jump x2 (even over an enemy) (attacking or not ?) * Stronger attack x * Weaker attack on multiple foxes x * Freeze a/multiple fox(es) for X turns * Distance attack (maybe reuse laser of the enemies) x -> Limit attacks uses x -> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe despawn some too) x -> Add objects to heal x -> Add objects get back limited use attacks/learn new attacks x -> Add attacks for the foxes x -> Add other types of enemies -> Add more enemies & enemy behaviours: x * Fox with distance limited attack and close unlimited attack x * Penguin freezing and fleeing when the player is frozen x * Mouse weaker and only close attacks but can move 2x faster x * Cats being normal (only close attacks) * Fimsh x * being super rare (have a bunch of HP), not do anything * but drop super cool objects * Owls heal the enemies around (different pathfinding where it tries to stay 1 block away from the bnuy?) + cooldown x * Bugs move 2x faster and sacrifice themselves to give the bunny a status (poisoned & taking damages/slower and skipping one of 2 turns) x * Frogs: Can grab bunny to them x -> Have some enemies drop items x -> Add floor count + a kind of goal (rescuing another bunny/getting a rare item ?) -> Music (https://github.com/tildearrow/furnace/) DEMO -> Allow enemy to join your team after beating/with an item/after completing a quest -> Get a safe place (not procedurally generated) with friends where we can get quests and choose to explore dungeons. (Firecamp with friends around) -> Thing for going on adventures -> Place where you sleep (firecamp) -> Save feature x -> Find a way to control the difficulty level so its easier at the start and harder at the end. -> We meet a human -> human is stuck in a world with only animals and has been there for a long time -> human likes to go help animals in need (rescue team?) -> we make a team with human (we are only two at the beginning, but story quests will introduce new characters) -> but when speaking to human, it is apparent that human is missing home, but gave up on it a long time ago -> someone is kidnapped, we go to rescue them but the kidnappers have setup a trap and human realises it and "sacrifices themselves" to make sure we are surviving -> Everyone is teaming up to go rescue human from a seemingly hopeless situation -> We manage after of danger and effort to rescue human -> Human realises that they became nihilistic and in wanting to save others, forgot to save themselves and actually really miss home and want now to find their way out -> human stop giving up -> A thing that was barely relevant during the human rescue mission is actually a first small hint to their way back home -> things happening (very linearly very fast and people are excited) -> Human finally find their way home and go back in an emotional goodbye -> end