[Phase 3] Enemy Variety & Special Abilities #6

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opened 2026-09-03 14:07:10 -07:00 by letteka · 0 comments
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Goal: Add more enemy types and special behaviors to create strategic depth.

1. Enemy Type 3 (Tank/Heavy)

High survivability threat:

  • Very high health pool and damage resistance
  • Slow but steady forward movement
  • May have armor plating or shield
  • Drops large amount of currency when defeated
  • Requires coordinated goose attacks to break through

2. Enemy Type 4 (Sniper/Ranged)

Long-range threat:

  • Medium health, slower movement
  • Attacks from distance before reaching player
  • Has long reload time between shots
  • Requires kiting or flanking strategies
  • Drops medium value currency

3. Special Abilities Implementation

Create system for special behaviors:

  • Dash ability: sudden burst of speed, may knock back geese
  • Regeneration: slowly recover health over time
  • Enrage: increased aggression when low on health
  • Pack behavior: coordinate with nearby allies
  • Camouflage: become invisible for brief periods
  • Throwbacks: throw captured objects at player

4. Ability Resource System

Implement ability cooldowns:

  • Cooldown timer visual indicator
  • Ability cost in feathers (if applicable)
  • Randomize cooldown slightly for unpredictability
  • Grant bonus abilities after successful kills

5. Enemy Weak Points

Add strategic vulnerability system:

  • Some enemies have exposed weak spots
  • Headshots or critical hits deal extra damage
  • Certain abilities effective against specific enemy types
  • Visual indicators for targeting priorities

Exit Criteria:

  • Three distinct enemy types with unique roles
  • At least 2 special abilities implemented and balanced
  • Enemy variety creates meaningful strategic choices
  • Each enemy type requires different approach to defeat
**Goal:** Add more enemy types and special behaviors to create strategic depth. ### 1. Enemy Type 3 (Tank/Heavy) High survivability threat: - Very high health pool and damage resistance - Slow but steady forward movement - May have armor plating or shield - Drops large amount of currency when defeated - Requires coordinated goose attacks to break through ### 2. Enemy Type 4 (Sniper/Ranged) Long-range threat: - Medium health, slower movement - Attacks from distance before reaching player - Has long reload time between shots - Requires kiting or flanking strategies - Drops medium value currency ### 3. Special Abilities Implementation Create system for special behaviors: - Dash ability: sudden burst of speed, may knock back geese - Regeneration: slowly recover health over time - Enrage: increased aggression when low on health - Pack behavior: coordinate with nearby allies - Camouflage: become invisible for brief periods - Throwbacks: throw captured objects at player ### 4. Ability Resource System Implement ability cooldowns: - Cooldown timer visual indicator - Ability cost in feathers (if applicable) - Randomize cooldown slightly for unpredictability - Grant bonus abilities after successful kills ### 5. Enemy Weak Points Add strategic vulnerability system: - Some enemies have exposed weak spots - Headshots or critical hits deal extra damage - Certain abilities effective against specific enemy types - Visual indicators for targeting priorities ### Exit Criteria: - Three distinct enemy types with unique roles - At least 2 special abilities implemented and balanced - Enemy variety creates meaningful strategic choices - Each enemy type requires different approach to defeat
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Reference: letteka/YeetGeese#6