BOI IMMA MAKIN A WHOLE ASS ACHIEVEMENT SYSTEM.
that’s and idea
for starters: I want every block function in the custom tile menu, because it would be so much fun to have 2 different portals or have passable / walkable clouds over a nice bridge
second: MORE HAZARDS, I’m tired of working with custom-built rocket launchers and lots of coins to make my boss fights
and lastly: make it so that, if we make a goal flag need coins, only require the amount WE give it (up to the max in that level)
this is like dark souls, if dark souls was 2d, a short boss rush, and looked like an SNES game; hard and fun.
boss 1 attacks: sword swing, stomp. boss 2 attacks: underground sweep, fireball stomach. boss 3 attacks: downward thrust, electric thrust, thunderstorm. boss 4 attacks: hamster mode, porcupine mode, acid breath. boss 5 attacks: floating daggers, floating greatsword, storm of swords.
also the totem-flame timer isn’t a threat most of the time and the hexblade curse is only a main threat in the stomach-eyed lamia boss.
I think that pocket platformer is a bit… open ended, here are some ideas that may improve satisfaction in the community, or at least me. custom rules: I think having a simple text to code system, where you write the description of a custom block and an AI tries it’s best to convert it to code, would be pretty fun, and the person can communicate with the bot just in case they got something wrong. more enemies: the enemies in this engine aren’t typically enemies but rather just obstacles that the player must avoid, I want at least 10 enemies that you can physically damage instead of avoid. custom powerups: all of the powerups are just seperate techniques that the player knows by default, why not something else like an extra life or a landmine ability.