This is the stuff that the world is made out of.
- * Walls: Obstructs movement, projectiles, and vision.
- * Smooth Walls: "Bouncey" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit.
- * Rough Walls: No reflection.
- * Items: Items do not obstruct anything; collect an item by touching it.
- * Pits, Water: Obstructs movement, but not projectiles or vision.
- * Rough: Obstructs nothing, but slows unit movement.
- * Rocks: Obstructs everything; destructible.
- * Shattery Rocks: Splits into quads when destroyed until it gets too small.
- * Chests: 1hp; always contains item(s).
- * Pots: 1hp; sometimes contains items or enemies.
- * Shrubs: As pots, but also flammable.
- * Spikes: Terrain that damages units that move across it.
- * Vertical Spikes: Doesn't obstruct anything, but damages at a certain DPS rate.
- * Horizontal Spikes: Obstructs everything; a collision damages a unit once and pushes the unit back.
- * Fire: Like Vertical Spikes, but spreads to other flammable terrain.
- * Wind: Pushes units and loose objects in a predictable (if periodic) fashion.
- * Locks: Obstructs everything; destroyed with a key.
- * Triggers: Activates an event when some condition is met.
- * Panels: Does not obstruct; triggered when moved onto.
- * Orbs, Levers, Switches, Buttons: Usually obstructs; triggered by shooting; sometimes triggering shot is direction-sensitive.
- * Shells, Balls: Obstructs everything; can be set in motion by shooting it, and will move aligned with the shot's force, bouncing off walls. Typically has finite HP.
+ * **Walls:** Obstructs movement, projectiles, and vision.
+ * **Smooth Walls:** "Bouncey" projectiles will reflect off instead of being destroyed. Most projectiles have a bounce limit.
+ * **Rough Walls:** No reflection.
+ * **Items:** Items do not obstruct anything; collect an item by touching it.
+ * **Pits, Water:** Obstructs movement, but not projectiles or vision.
+ * **Rough:** Obstructs nothing, but slows unit movement.
+ * **Rocks:** Obstructs everything; destructible.
+ * **Shattery Rocks:** Splits into quads when destroyed until it gets too small.
+ * **Chests:** 1hp; always contains item(s).
+ * **Pots:** 1hp; sometimes contains items or enemies.
+ * **Shrubs:** As pots, but also flammable.
+ * **Spikes:** Terrain that damages units that move across it.
+ * **Vertical Spikes:** Doesn't obstruct anything, but damages at a certain DPS rate.
+ * **Horizontal Spikes:** Obstructs everything; a collision damages a unit once and pushes the unit back.
+ * **Fire:** Like Vertical Spikes, but spreads to other flammable terrain.
+ * **Wind:** Pushes units and loose objects in a predictable (if periodic) fashion.
+ * **Locks:** Obstructs everything; destroyed with a key.
+ * **Triggers:** Activates an event when some condition is met.
+ * **Panels:** Does not obstruct; triggered when moved onto.
+ * **Orbs, Levers, Switches, Buttons:** Usually obstructs; triggered by shooting; sometimes triggering shot is direction-sensitive.
+ * **Shells, Balls:** Obstructs everything; can be set in motion by shooting it, and will move aligned with the shot's force, bouncing off walls. Typically has finite HP.
## Encounters
Implicit maze of sleeping enemies. The implied walls, rather than preventing movement, are the wake-radius bounds of the enemies in the room. Thus the "path" is the safe space through the room which does not wake the enemies.
-Variants:
-
* Enemies with uniform wake radius
* Real maze combined with implicit maze
* No walls in maze, but enemies invulnerable while asleep
Room filled almost completely with rocks.
-Variants:
-
* Finite drill rounds (which blow up rocks without being consumed) at the start.
* Rocks respawn at some rate, making it super slow to blow them up normally.
* Enemies spawn at the entrance (if you made a single, direct path with little room to maneuver, that's trouble!)