- - Gun Temperaments system (Temper zones, Slam Reload, Overdrive)
- - Each weapon now has a unique perk that activates when the gun is hot
- - Slam Reload mechanic during the reload bar sweet spot
- - Overdrive ability at high temper for a powerful timed buff
- - Armor system on enemies that scales with wave progression
- - Turret fatigue system that degrades shooter accuracy over sustained fire
- - Shooter training system with infinite upgrade levels
- - Shooter dialogue bubbles (Reloading, Can't see straight, etc.)
- - Combo kill system with money multiplier up to 3x
- - 5 pickup types that drop from enemies (Money, Health, Ammo, Damage Boost, Nuke)
- - Shoot pickups to collect them
- - Boss enemies with floating health bars and scheduled spawn waves
- - Boss escalation warning system with multi-stage alerts
- - Weapon Bench for upgrading individual weapon stats
- - Wave preview in shop showing upcoming enemies and boss warnings
- - Dynamic music system that reacts to boss fights and low wall health
- - Field Manual with 5 tabs of game info accessible from pause and main menu
- - Difficulty modes (Easy, Normal, Hard, Insane)
- - Online leaderboards for highest wave and most money
- - Settings menu with volume controls and game feel toggles
- - Quick restart on game over by pressing R
- - Game over stats screen (wave, kills, combo, accuracy, money earned, damage dealt)
- - Adaptive batch spawning in the wave director based on kill rate
- - Camera scaling for different aspect ratios and ultrawide support
- - Fade-in transition on game start
- - Full hand-drawn UI overhaul replacing all generic elements
- - Hand-drawn main menu, pause menu, and game over screens
- - Hand-drawn HUD elements (health bar, stat boxes, weapon panel, shooter panel)
- - Bitmap number font system in multiple colors
- - Hand-drawn pickup sprites for all 5 types
- - Hand-drawn VFX sprites (hit sparks, blood splatter, pickup pop)
- - Metal bullet hole decals on armored enemies
- - Hand-drawn gun jam key sprites (now used for Overdrive)
- - Dark desert theme across all UI panels and menus
- - Unified shop layout with tabbed navigation
- - Shooter equip UI with inline weapon assignment
- - Economy rebalanced with per-weapon upgrade cost scaling
- - Enemy scaling now uses compound growth for late-game challenge
- - Repair costs and healing rebalanced per wall level
- - Reinforce system nerfed to heal only 25% instead of full
- - Turret targeting prioritizes lowest health enemies first
- - All weapons refill ammo at the start of each wave
- - Wall damage numbers now spawn at the enemy position instead of wall center
- - Muzzle flash positioning fixed on all enemy types
- - Game flow consistency (first launch and restart both start wave 1 with $0)
- - Turret fatigue not resetting between waves
- - Spearman disappearing at wave 5
- - Ammo pickup not reloading the player weapon
- - Combo timer running during pause
- - Magazine count showing raw value instead of upgraded value
- - Giant enemy sprites on spawn
- - 2D hit detection ignoring Z axis properly
- - Crosshair reset on game over
- - Health pickup showing correctly at full health
- - Wall over-healing past max HP on upgrades
- - Waves not stopping on game over
- - ESC key consumed during shop phase
- - UI placement on different aspect resolutions is a work in progress. The best experience is played at 1920x1080/2560x1440.
- - Enemies overlap each other.