Need to be refactored: -> AB/BC/XY/YX thingy issue that makes me angry (functions/macro to predict position could be merged after) -> main is messy and unreadable -> rework mode checks (heatlh update should happen on both dungeon and dead mode) -> 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) -> Limit attacks uses x -> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe despawn some too) ? -> Remove some health to the bunny (probably to 10 points, maybe max health growing ?) x -> Add objects to heal -> Add objects get back limited use attacks/learn new attacks x -> Add attacks for the foxes x -> Add other types of enemies -> Make the different types of enemies behave different (fleeing/ambush/etc...) -> Have some enemies drop items 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 -> Find a way to control the difficulty level so its easier at the start and harder at the end. -> (For far future, maybe make a story)