I want to make a horde survival game with some roguelite elements. It'll be based on phaser, with a thin React layer on top.
Install dependencies via npm i and then run npm run dev
- Add player character and a couple obstacles
- Add sprites
- One of the obstacles shoots an arrow towards the player, if arrow touches the player the game resets
- Arrow follows the player
- One of the obstacles spawns a mob, which shoots an arrow towards the player
- If the player touches the mob, the mob dies
- The player can shoot bullets to the closest monster by pressing space bar
- Monsters spawn randomly in the arena
- Walls stop bullets and monsters
- Implement random seed at the start of the game, and use it to determine placement of walls
- Bigger map with scrolling and increased number of walls. Mobs should still appear near the player
- Floor tileset so player can tell they're moving
- Points as the time goes on and monsters killed
- Death screen showing number of points obtained and a revive button
- Store to buy passive upgrades
- Ability button and extra upgrades
- Sound effects
- Improved terrain generation
- Display shooting cooldown bar
- Add health
- Add life regeneration item
- Add resolutions
- Wave/difficulty scaling (spawn rate, monster speed, heavy ratio increase over time)
- Monster HP (Normal 3 HP, Heavy 6 HP) instead of one-shot kills
- Item categories with mutual exclusivity (Offense/Defense/Ability - pick one each)
- New enemy types: Charger (dash attack), Splitter (splits on death), Healer (heals nearby), Shielded (frontal arc blocks bullets)
- Wave-based enemy introduction (new types appear in waves 2-5)
- Room objectives: chests (+500 pts), shrines (temp buffs), spike traps
- XP / level-up system with upgrade choices (Vampire Survivors style)
- Persistent store via localStorage (purchases and money carry across sessions)
- Store prices doubled to balance persistent progression
- Boss encounters every N waves with unique attack patterns and big score rewards
- Finish commented-out abilities: Bullet Echo (ricochet), Monster Magnet (pull), Revenge Blast (death explosion)
- Meta-progression: permanent unlocks across runs (new starting items, base stat increases, ability slots)
- Minimap showing room layout, enemy density, and unexplored areas
- Balance pass (monster speed, obstacles, cooldowns)
Assets are from kenney.nl under Creative Commons license