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gbajam22

hexes's Issues

Redo (some) Assets

I think making the current assets one or two pixels thicker won't hurt.

Code Restructuring

  • Add Labeller type to abstract over Labels (WONTFIX)
    • Reread documentation about Labels
  • Split the Display parts of Timer to Status or Header
  • Add PlayerHit procedure (WONTFIX)

Essential HUD Assets

  • Properly label the Target Number in the bottom-left corner
  • Properly label the Modifier Slots
  • Add a $ to the modifier numbers

QoL Fixes

  • Redo Time Reminder SFX (Kat)
  • Make Player Movement SFX less intrusive (Kat)
  • Make Player Movement Faster
  • Try experimenting with the amount of Modifiers and the balance between the two types

Add Niceties

  • Implement Screen Shake (With option to turn it off)
  • Implement BG
  • Add Better Pause Menu
    • Add return to main menu option
  • Properly do main menu as imagined in concept

Add proper fonts

Exe said it's still a very clunky process, so this may have to be done later on.

Gameplay Ideas

  • Implement "Boss" Levels
    • Boss Levels should have gimmicks like integer dividing the modifier changes depending on how many shields the EvilHex has
  • Make it so that earlier levels have fewer features
    • Fewer Enemies and Enemy Types
    • Withhold Multiply and Divide until after the first boss?
    • Add Modulo after the second boss?
    • Add Pentagon (Slowly moves clockwise (or counter) around the screen and towards the edge) after second boss?
    • Add Rectangle (according to its old spec in the notebook)
    • Maybe restrain the target, it has to be in a range within the initial number
  • Maybe in some levels there won't be certain numbers (6 or 8 numbers excluded)

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