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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Goal: Add more enemy types and special behaviors to create strategic depth.
1. Enemy Type 3 (Tank/Heavy)
High survivability threat:
2. Enemy Type 4 (Sniper/Ranged)
Long-range threat:
3. Special Abilities Implementation
Create system for special behaviors:
4. Ability Resource System
Implement ability cooldowns:
5. Enemy Weak Points
Add strategic vulnerability system:
Exit Criteria: