DONE 7: laser fence, staggered fences, both directions moving and rotating platforms, floating ladders
DONE 8: staggered turrets, shockwave
9: mites, hard level 2
10: chaos level 2, also replicate exact tutorial layout in one part except make jumps harder and no text
11: dyl*n: confidence bar starts out full, killing enemies no longer recharges it. IDEA: cool neon colors for this level (could rgb the entire map with color tweening)
boss fight ideas:
to emphasize fighting inner demons theme: could have evil salamander on middle of screen mirroring your inputs (same direction too; if somehow they reach right bound while youre still at left bound though they will be prevented from moving further right until you do), they start with 5 lives and 0 confidence (displayed on top right). only you get confidence from killing enemies though, so they’re always stuck on 0. your goal is to deplete their five lives without dying yourself. boss doesnt fight you, but when its falling (to detect: if falling and if you haven’t pressed space in the last few seconds global timer and if nearest platform is not under it (check if its x pos is within center - width/2, center + width/2 of platform)) it can summon a flying demon temporarily under it to try and bounce multiple times too. when its about to run into an enemy it can sometimes (maybe just rng? if closest enemy every 0.1 secs (new global group?) within certain radius, check half second later and if distance to this enemy significatntly descreased and not falling onto it (rough leniency for x posiroon) trigger. if falling onto, summon flying if fire demon with fire = true, and this logic should keep bouncing it until fire off) summon a fire enemy in front of you in that direction (still with some reaction buffer though) so you would run into the enemy before you could get boss to. have 1.5 ish sec cooldown for that one so moving platform solution = only one spawns. turrets don’t target boss, stalag do not shoot if they’d hit the boss (keep timer normal though, just no shaking and shooting). boss summons permanent laser fence temporarily to block tack shooter (use same detection radius thingy), do math for direction. boss walks through laser fences and does not get killed by their bases. 5 checkpoints, designed to provide safe boss spawning space. when boss dies, it respawns at next checkpoint’s designated spawning space and waits until your x position crosses x position of checkpoint, then it makes some animation effect and starting mirroring again. maybe evil laughing sounds play even if off screen to remind player it’s still there? player cannot normally cross x position of next checkpoint before boss has been killed (match checkpoint with boss life count since it can’t heal); walled off by permanent laser fences to the left of checkpoint that only disappear when boss dies (variables in laser beam and base like bosslifecounttodespawb). alrhough boss can never go left of the x position of its corresponding checkpoint so player is forced to progress forward. when you die, boss goes to your checkpoint’s safe spawn spot.
intended ways to kill boss, don’t allow too many of each at MOST 2 chances each:
shove into path of stalag shooting
place on moving platform where it can’t move out and gets shoved into enemy
let them summon flying underneath them and bounce into something like a stalactite or another enemy by moving horizontally
quirky dlc level ideas:
checkpoint spam
vertical level just falling onto enemies, make sure dont fall too fast or else camera can't catch up
tack shooter spam or faster turret spam
moving platforms spam and breaking physics and lag
tiny platforms and huge platforms
pixel perfect jumps
super stretched and deranged aspect ratios (dyl*n style)