Bugs: x - Cancel attack breaks enemy facing direction x - Heal at max should cancel x - Off screen lasers x - Path finding in tunnel - Object loading after being in view - Kill before or after attack ? x - Bugs health underflow when attacked 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 ?) -> 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: -> 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) 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 -> 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 * Mouse weaker and only close attacks but can move 2x faster x * Cats being normal (only close attacks) * Fimsh 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 * Bugs move 2x faster and sacrifice themselves to give the bunny a status (poisoned & taking damages/slower and skipping one of 2 turns) * Frogs: ? -> Have some enemies drop items x -> Add floor count + a kind of goal (rescuing another bunny/getting a rare item ?) 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)