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TODOs — Space Blaster: Evolved

Planned improvements and future work, organized by priority.


P1 — High Priority (Next Release)

Leaderboard Integration

  • What: Add CrazyGames leaderboard support for global high scores
  • Why: Social competition drives retention; CrazyGames provides built-in leaderboard API
  • Effort: Small (S)
  • Status: Not started

Mobile Touch Feedback

  • What: Add haptic feedback on mobile (navigator.vibrate) for hits, deaths, upgrades
  • Why: Mobile players expect tactile feedback; improves game feel significantly
  • Effort: Small (S)
  • Status: Not started

Tutorial/First-Run Experience

  • What: Brief overlay explaining controls and upgrade system on first launch
  • Why: New players may not understand the upgrade picker or touch controls
  • Effort: Small (S)
  • Status: Not started

P2 — Medium Priority (Future Updates)

More Bosses

  • What: Add 2-3 more bosses with unique mechanics (shield phases, beam attacks, split bosses)
  • Why: Variety keeps boss encounters fresh across longer runs
  • Effort: Medium (M)
  • Status: Not started

More Upgrades

  • What: Expand from 20 to 30+ upgrades, add Legendary tier (rarity 4)
  • Why: Deeper build variety, more "broken combo" discoveries
  • Effort: Medium (M)
  • Status: Not started

Daily Challenge Mode

  • What: Seeded daily run where everyone gets the same upgrade choices
  • Why: Creates daily engagement loop and fair competition
  • Effort: Medium (M)
  • Status: Not started

Ship-Specific Abilities

  • What: Implement active special abilities per ship (Phantom dash, Titan ram, etc.)
  • Why: Ships currently differ by stats; active abilities would make each feel truly unique
  • Effort: Medium (M)
  • Status: Not started

Sound Options

  • What: Separate volume sliders for SFX and music. Add a simple procedural music track.
  • Why: Many players prefer to adjust audio. Background music adds atmosphere.
  • Effort: Medium (M)
  • Status: Not started

P3 — Low Priority (Nice to Have)

Particle Trail Effects

  • What: Add engine trails to player ship and homing missiles
  • Why: Visual polish; makes movement feel faster and more dynamic
  • Effort: Small (S)
  • Status: Not started

Achievement Notification

  • What: In-game popup when an achievement is unlocked (during run, not just at game over)
  • Why: Immediate feedback is more rewarding than deferred
  • Effort: Small (S)
  • Status: Not started

Statistics Screen

  • What: Persistent stats page showing total kills, total runs, total crystals earned, favorite ship, etc.
  • Why: Players love tracking their overall progress
  • Effort: Small (S)
  • Status: Not started

Screen Recording/Sharing

  • What: Capture last-10-seconds replay on death, allow sharing
  • Why: Social sharing drives organic growth
  • Effort: Large (L)
  • Status: Not started

Localization

  • What: Support multiple languages (at minimum EN, ES, PT, FR, DE)
  • Why: CrazyGames has a global audience
  • Effort: Medium (M)
  • Status: Not started

Completed

  • CrazyGames SDK v2 integration (v1.1.0)
  • Complete game rewrite with roguelike upgrades (v2.0.0)
  • 5 ships, 8 enemies, 3 bosses, 20 upgrades, 3 modes, 5 zones, 15 achievements
  • Crystal currency meta-progression
  • Full project documentation (README, ARCHITECTURE, GAME_DESIGN, CONTRIBUTING, CHANGELOG)
  • CrazyGames submission guide