# Plan v4: Game Balance & New Features ## Summary of Changes This plan addresses the "spam water in front of well" exploit and adds new gameplay mechanics. --- ## 1. Water Decay System [HIGH PRIORITY] **Status**: [ ] Not started Water puddles decay over time: - Water stays at full size for **2 seconds** after placement - Then shrinks linearly to **0 over the next 2 seconds** - Total lifetime: **4 seconds** **Files**: `game.js` --- ## 2. Sacred Well / Base Redesign [HIGH PRIORITY] **Status**: [ ] Not started Two separate concepts: - **Base** (left side, where enemies crash): Just HP, no water. Enemies collide and damage it. - **Sacred Well** (right side): **Unlimited water** for refilling tank. Player pans right to refill. This means: - Remove vacuum-from-base mechanic - Add sacred well zone on the right - No level is impossible (unlimited water source) **Files**: `game.js`, `render.js`, `config.js` --- ## 3. Water Tank Adjustment [EASY] **Status**: [ ] Not started - Revert to original tank size, then increase by **30%** (not double) - The "Bigger Tank" upgrade will double capacity **Files**: `config.js` --- ## 4. Cross-Platform Rendering [MEDIUM] **Status**: [ ] Not started **Approach for automated testing:** - Use headless browser screenshots (Playwright/Puppeteer) - Capture screenshots at key resolutions - I can verify visually using Read tool on images - Can test Chrome, Firefox, Safari via Playwright **For multi-OS testing:** - BrowserStack or LambdaTest (cloud browser testing) - Or simple: GitHub Actions with matrix of OS/browsers - Local: Can use browser DevTools device emulation **Files**: `style.css`, possibly test scripts --- ## 5. Shotgun Weapon [MAJOR FEATURE] **Status**: [ ] Not started - Activated by **roll movement** (tilting head) - **One-shots any armor** - No charge delay - fast players can fire rapidly - Must hit enemies **directly** (no leading) **Sounds to generate:** - Shotgun fire sound - Metallic collision sound (satisfying armor hit) **Files**: `game.js`, `render.js`, `config.js`, `main.py` --- ## 6. Armored Enemies [MAJOR FEATURE] **Status**: [ ] Not started - **All existing enemy types** can be armored (not a new enemy type) - Add `armored: true` property to spawns in level files - Armored enemies immune to water spray - Shotgun one-shots the armor, then normal water works - Visual: metallic/shield effect on existing enemies **Files**: `config.js`, `game.js`, `render.js`, level JSONs --- ## 7. Power-Up Selection System [MAJOR FEATURE] **Status**: [ ] Not started **When**: After levels 2, 4, 6, 8 (4 upgrade selections total) **Mechanic**: Choose 1 of 3 upgrades. Chosen upgrade disappears, replaced by another. **Upgrade List:** 1. **Longer Traces** - Prediction lines last +2 seconds longer 2. **Bigger Tank** - Doubles water tank capacity 3. **Well Repair** - Restore base HP to 100% 4. **Holy Water** - Water deals 50% more damage 5. **Machine Gun** - Replaces shotgun; hold antenna for continuous rapid fire (good for many armored enemies) 6. **Lasting Water** - Water stays 4s stable + 2s decay (instead of 2s + 2s) **Note**: Machine Gun upgrade appears only at higher levels (not useful early) **Files**: `game.js`, `state.js`, `render.js`, `style.css` --- ## 8. Tutorial Rework [DO LAST] **Status**: [ ] Not started - Redo tutorial as a **playable level** - Messages explaining mechanics written **in the background image** - Reuse monkey asset for now (user will create custom tutorial background later) - Must be done LAST since it needs to explain shotgun, armor, upgrades, etc. **Files**: `game.js`, level JSON, tutorial assets --- ## Implementation Order 1. Water decay system 2. Tank adjustment (+30%) 3. Sacred well / base redesign (unlimited water on right) 4. Shotgun weapon + sounds 5. Armored enemies 6. Power-up system 7. Cross-platform rendering fixes + testing 8. Tutorial rework (last) --- ## Progress Log - [x] Water decay system (2s stable + 2s shrink) - [x] Tank adjustment (+30% = 130) - [x] Sacred well / base redesign (unlimited water on right) - [x] Shotgun weapon (roll activation, one-shots armor) - [x] Armored enemies (any enemy can be armored) - [x] Power-up system (6 upgrades, shown after levels 2,4,6,8) - [x] Cross-platform rendering (CSS fixes for Safari/iOS) - [ ] Tutorial rework (DO LAST)