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rsplatoon-minigame's Issues

Add a leaderboard

Anti-cheat system idea for the leaderboard

  • Require Discord or Google login to use it.
  • Track the number of platforms for each type the user encountered.
  • Track the start/end times of the run (UTC).
  • Calculate the minimum possible time the user could have achieved the run.
  • If the run was lower than the minimum possible time, disqualify the score.
  • Do not prevent the user playing the game if they cheat, just prevent them from posting a score to the leaderboard where they cheated.

Leaderboard

  • Could reset daily and weekly.
  • Use firebase to track it.
  • Retain Discord user IDs and Google user IDs so the names can be kept up-to-date.
  • Optionally, allow the users to post their own SFW names (but track who-is-who via ID).

sploshes of "enemy ink"

The higher you go, platforms more and more frequently can get sploshes of "enemy ink" on them, so you'll have to land on specific spot of platform to actually keep jumping.

Landing on enemy ink will slow you down and prevent jumping.

Rocks make a thunk

When a user hits a rock from below, make a thunk animation above it. Also, reduce downward bounce to 0.8.

Player jiggles on mobile

When the user is on mobile, the player jiggles ever-so-slightly.

Screen.Recording.2021-01-04.at.4.50.31.PM.mov

Jellyfish platform/enemy

Character idea:

  • if you touch the bottom, you die, if you land on the top, you bounce 1.5 base bounce
  • art can be splatoon-esque, but cannot be an obvious copy. The more original, the better
  • it would be something I could animate, so like 10+ frames. The more frames, the better. Could also be fewer
  • can be scaled down in code, so bigger than in-game is not a problem

Add mode to scroll the screen instead of the player

I think it would be cool if the player stayed in the middle (maybe with some minor lerping for smoothness) and it was the background that scrolled.

I imagine this could be done by having a 3 copies of the screen horizontally and then teleporting them from off screen to the opposite side when the player scrolls too far. Gameplay wise it would be identical (player moving beyond x boundary wraps) but imo would be less visually jarring.

Speed boost tends to just kill player

In the original it tried to always have a platform that was landable at the end of the boost. However very often using a speed boost I find myself without any platforms at all, and all of the ones reachable end up going below the kill layer.

mode closer to original Squid Jump

I think it would be nice to have a version/mode of this where the ink slowly rises up, requiring you to be fast, essentially making the game behave like Squid Jump.

Fix frame rate

On ultra wide screens, the frame rate seems to drop, resulting in a slower game.

"crumbling" platforms

the moment player lands on it, start animation and initiate internal timer for it to be destroyed

Enemy ink splooshes landed on multiple times kill the player

enemy ink sometimes have a boosted ink mine. It has low range but landing on it twice in a row (in a short period of time) will kill player.

ink explosion will accelerate crumbling platforms' fall and may trigger weakened platforms¹ to fall.

Full comments from Senshu:

Ohh, actually, I have one more interesting idea that may be a bit too much as you'll most likely will have to rework the platform class itself but - what if the higher you go, platforms more and more frequently can get sploshes of "enemy ink" on them, so you'll have to land on specific spot of platform to actually keep jumping.
Landing on enemy ink will slow you down and prevent jumping.

I don't think it's a good idea to combine it with crumbling platforms (as in have the same platform both crumble and be covered with enemy ink) since it's a bit way too unforgiving (unless on high difficulty).

One more addition could be have enemy ink sometimes have a boosted ink mine. It has low range but landing on it twice in a row (in a short period of time) will kill player.

When player lands, inkmines explodes dealing temporary damage to player. If player doesn't recover from it by the moment they stumble over another mine, they'll be done for.
Also, ink explosion will accelerate crumbling platforms' fall and may trigger weakened platforms¹ to fall.

Weakened platforms are different from crumbling platforms at that they don't have a timer, instead they have a hidden damage meter that is filled by "dealing damage" through it by interacting with it (jumping on it, explosion, etc.). Explosion from Ink Mine will fill this s hidden gauge momentarily, thus initiating fall.

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