1. Enemy spawn points should have some markers before enemy spawns, or should avoid spawning near the player at all 2. Prevent spawning of units that cost 3 on first level 3. Prevent spawning of units that don't attack on first level 4. Rework position based units so that position in the snake doesn't matter Chronomancer: +10%/20%/30% attack speed to all allies Psykeeper: stores damage taken by all allies up to 20% max HP and redistributes it as healing Squire: +5%/10%/15% damage and defense to all allies 5. Stat details to each unit when hovering over it in the party section 6. Mini boss every 3rd level This is just a special enemy with more HP and ability to buff nearby enemies with modifiers, no additional AI or attack patterns ... aiming for ~5 different modifier combos that the boss uses 7. Enemy modifiers Grant nearby enemies a speed boost on death Grant nearby enemies a damage boost on death Explode into projectiles on death Charge up and headbutt towards the player at increased speed and damage Resistance to knockback ... aiming for about 8-10 of these 8. Additional characters and classes 9. Lv.3 effects for every character Classes Ranger: chance to release a barrage on attack Warrior: increased defense Mage: decreased enemy defense Nuker: increased area damage and size Rogue: chance to crit Healer: increased healing effectiveness Enchanter: increased damage Conjurer: increased summon damage and duration Psyker: increased damage and health based on number of active sets Trapper: release extra traps Forcer: increased knockback force Swarmer: increased critter health Voider: increased damage over time Characters Vagrant [psyker, ranger, warrior]: shoots a projectile - Lv.3: Champion - gains increased damage and attack speed based on number of active sets Swordsman [warrior]: deals AoE damage, deals extra damage for each unit hit - Lv.3: Cleave - damage is doubled Wizard [mage]: shoots a projectile that deals AoE damage - Lv.3: Magic Missile - the projectile chains 5 times, each dealing AoE damage on impact Archer [ranger]: shoots an arrow that pierces - Lv.3: Bounce Shot - the arrow ricochets on walls 3 times Scout [rogue]: throws a knife that chains 3 times - Lv.3: Replica - each chain grants +15% damage and the last chain splits Cleric [healer]: heals a unit when its health drops below half HP - Lv.3: Mass Heal - heals all units instead of one Outlaw [warrior, rogue]: throws a fan of 5 knives - Lv.3: Fatal Roulette - every 3rd attack throw a nova of 15 knives instead Blade [warrior, nuker]: throws multiple blades that deal AoE damage - Lv.3: Blade Resonance - deal additional damage based on number of enemies hit Elementor [mage, nuker]: deals AoE damage to a random target in a large area - Lv.3: Windfield - slows enemies hit Saboteur [rogue, conjurer, nuker]: calls saboteurs to seek targets and deal AoE damage - Lv.3: Chain Reaction - should an enemy die from a saboteur explosion, it also explodes Stormweaver [enchanter]: infuses all allied projectiles with chain lightning that deals extra damage - Lv.3: Lightning Spire - cast a spire of lightning periodically Sage [nuker]: shoots a slow moving projectile that pulls enemies in - Lv.3: Dimension Compression - when the projectile expires deal massive damage to all enemies under its influence Squire [warrior, enchanter]: increased damage and defense to all allies - Lv.3: Repair - you can reroll your item choice once every 3 levels, these opportunities stack if unused Cannoneer [ranger, nuker]: shoots a projectile that deals AoE damage - Lv.3: Cannon Barrage - showers the hit area in additional cannon shots that deal AoE damage Dual Gunner [ranger, rogue]: shoots two parallel projectiles - Lv.3: Gun Kata - every 5th attack shoots projectiles in a rapid succession for a duration, targetting all nearby enemies Hunter [ranger, conjurer]: shoots an arrow that summons a pet - Lv.3: Feral Pack - summons 3 pets Chronomancer [mage, enchanter]: increased attack speed to all allies - Lv.3: Quicken - enemies take DoT faster Spellblade [mage, rogue]: throws knives that spiral outwards and pierce - Lv.3: Spiralism - faster projectile speed and tighter turns Psykeeper [healer, psyker]: stores damage taken by all allies and redistributes it as healing - Lv.3: Crucio - also redistributes it as damage to all enemies Engineer [conjurer]: drops sentries that shoot bursts of projectils - Lv.3: Upgrade - every 3rd sentry dropped, upgrade all sentries temporarily, giving increased damage and attack speed Plague Doctor [nuker, voider]: creates an area that deals DoT - Lv.3: Pandemic - inflicts enemies with a contagion that deals additional DoT, if they die from it it passes to a nearby enemy Fisherman [trapper, warrior]: throws a net that entangles enemies and prevents them from moving - Lv.3: Electric Net - enemies caught take DoT Juggernaut [forcer, warrior]: creates a small area that deals AoE damage and pushes enemies away - Lv.3: Brutal Impact - enemies pushed away are instantly killed if they hit a wall Lich [mage]: launches a chain frost that chains 7 times, dealing damage and slowing enemies it hits - Lv.3: Piercing Frost - chain frost ignores enemy defenses Cryomancer [mage, voider]: nearby enemies take damage over time and have decreased movement speed - Lv.3: Frostbite - enemies killed by the cryomancer freeze nearby enemies, frozen enemies can't move and take increased damage Pyromancer [mage, nuker, voider]: nearby enemies take damage over time and deal decreased damage - Lv.3: Ignite - enemies killed by the pyromancer explode, dealing AoE damage Corruptor [ranger, swarmer]: spawn 3 small critters if the corruptor kills an enemy - Lv.3: Infestation - spawn 3 small critters if the corruptor hits an enemy Beastmaster [rogue, swarmer]: spawn 2 small critters if the beastmaster crits - Lv.3: Call of the Wild - spawn 2 small critters if the beastmaster gets hit Launcher [trapper, forcer]: creates a trap that launches enemies that trigger it - Lv.3: Kineticism - enemies launched that hit other enemies transfer their kinetic energy Spiker [trapper, rogue]: creates a trap that crits when triggered - Lv.3: Caltrops - slows enemies hit and deals DoT Assassin [rogue, voider]: throws a piercing knife that inflicts poison - Lv.3: Toxic Delivery - poison inflicted from crits deals more damage Host [conjurer, swarmer]: creates overlords that periodically spawn small critters - Lv.3: Invasion - increased critter spawn rate Carver [conjurer, healer]: carves a statue that periodically heals in an area - Lv.3: World Tree - carves a tree that heals in a bigger area and removes all buffs from enemies Bane [swarmer, voider]: spawn a small critter periodically that explodes and deals DoT - Lv.3: Baneling Swarm - spawn 4 banelings instead Psykino [mage, psyker, forcer]: quickly pulls enemies together and then releases them with a force - Lv.3: Magnetic Force - enemies pulled together are forced to collide with each other before being released Arbalester [ranger, forcer]: launches a massive arrow that pushes enemies back, ignoring knockback resistances - Lv.3: Ballista Sinistra - enemies hit by the arrow have massively decreased defense Pirate [warrior, forcer]: launches a hook that captures nearby enemies and pulls them towards you - Lv.3: Jolly Roger - place a flag that grants gold based on number of enemies killed under its effect Sapper [trapper, enchanter, healer]: creates a trap that steals health from enemies that trigger it and grants increased movement speed - Lv.3: when a sapper trap is triggered other nearby traps are triggered Priest [healer]: heals all units periodically - Lv.3: Divine Intervention - at the start of the round pick 3 units at random and grants them a buff that prevents them from dying once Burrower [trapper, swarmer]: creates a trap that contains 6 small critters which are released when triggered - Lv.3: Zergling Rush - triples the number of critters released Flagellant [psyker, enchanter]: periodically deals damage to self and grants a damage buff to all allies - Lv.3: Zealotry - deals damage to all allies instead and also grants a massive damage buff Sets Ranger = 8/8 Warrior = 8/8 Mage = 8/8 Rogue = 8/8 Nuker = 7/7 Conjurer = 5/5 Forcer = 5/5 Voider = 5/5 Psyker = 4/4 Healer = 5/5 Enchanter = 5/5 Trapper = 5/5 Swarmer = 5/5 10. Items Ouroboros Technique R: rotating around yourself to the right makes every unit periodically release projectiles Ouroboros Technique L: rotating around yourself to the left grants +25% defense to all units Resonance: hitting walls has a chance of releasing projectiles Wall Rider: hitting walls grants a speed buff for a small duration Force Push: +25% knockback force Heavy Impact: if knockbacked enemies hit walls they take damage according to the knockback force Centipede: +20% movement speed Intimidation: enemies spawn with -20% max HP Crucio: taking damage shares 2x the amount of HP you lost across all enemies Amplify: all units that deal AoE damage gain +25% AoE damage Amplify X: +25% AoE damage if all your units only deal AoE damage (excluding supports) Ballista: all units that release projectiles and don't deal AoE damage gain +25% damage Ballista X: +25% damage if all your units only release projectiles and don't deal AoE damage (excluding supports) Point Blank: projectiles deal increased damage based on distance not travelled, +100% at 0 distance and -50% at max distance Longshot: projectiles deal increased damage based on distance travelled, -50% at 0 distance and +100% at max distance Chain Reaction: projectiles that chain gain 25% damage with each chain Call of the Void: +25% DoT damage ... more ideas will come later I'm sure, aiming for 30 total items 11. Steam integration: achievements, etc 12. Hovering over a party member should show which set they belong to and vice-versa 13. Show a unit DPS list like Underlord's to the right side of the screen 14. Warriors that deal AoE damage should deal extra damage based on number of enemies hit 15. GO button is grayed out and thus doesn't say it's meant to be clicked on 16. 28/20 enemies or 4/3 wave confuses players and makes them think the level goals are bugged 17. Music for first 9-15 levels should be calm rather than upbeat 18. Crash: Error: engine/game/hitfx.lua:46: attempt to index field 'parent', engine/game/hitfx.lua:46: in function 'use' love.js:9:40605, enemies.lua:56: in function 'on_collision_enter' love.js:9:40605 19. Sage's pull force doesn't increase with unit level 20. Cleric's healing amount doesn't increase with unit level 21. Squire and Chronomancer's buffs don't increase with unit level Boss ideas Pretends to be dead, grants speed buffs to enemies after death, especially if the round has gone on for too long which means the player is surviving with 1 unit Map modifiers Wall spikes: walls damage you when you hit it Engine improvements for after SNKRX release on_hit: on_collision_enter/exit are automatically called and automatically call on_hit/on_leave for each object This enables the definition of on_hit on each object and the question of where the logic should stay is solved/dodged Spurred by Wall needing to have its own on_hit function to do something when the player hits it, without having to change player code for all Walls, Defining on_hit on the Wall creation call for that specific Wall, and thus that specific Wall will have this behavior while other walls won't release tool: Build a command line tool that creates projects and builds them up for release automatically on Windows, Web and Steam All the steps for this are listed on the readme and everything about it that can be automated should Ideally the user should run one command for creating a project and one for building it for each platform