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==== 下面這段就是你要的「修補種子」。它會把整個遊戲從橫向卷軸改成 Isaac-style 房間 roguelite,而且順便把貼紙素材問題、AI跳躍問題、Boss砲台問題一起處理掉。 ==== <syntaxhighlight lang="text">Patch / Change Request: Change request: * Change the game from side-scrolling platformer to an Isaac-like room-based roguelite. * Each room is a fixed-size arena (no platform pits). Doors connect to up/down/left/right neighboring rooms. * Enter a room -> spawn random enemies -> clear all -> reward -> choose next room. * After clearing 5 normal rooms, the next room is a Boss room. Then loop infinitely with increasing difficulty (tier++). Room generation: * Generate a grid-based map around the start room. Use procedural generation to create connected rooms (roguelite). * Reveal only visited rooms; show a minimap with current room highlighted. * Each room has a type and reward: * Combat, Elite, Shop, Repair, Treasure, Boss. * When clearing a room, show reward choice UI: * +Energy Max (fuel tank) * +HP/Armor Max * Weapon upgrade * Credits * Shop room: allow buying repairs, new weapons, and modules (laser gun, plasma sword, homing missile, etc). Gameplay adjustments (to address previous issues): * Remove platform jump dependency. Keep movement as top-down / twin-stick or arena shooter style inside rooms. * Enemy AI must not rely on jumping. Use dash/leap ability if needed (short burst movement). * Boss must have multiple phases and mobility/attacks (not a stationary turret). Include at least 3 phases with patterns. Art / visual constraint fix: * Do NOT rely on transparent PNG assets. Use Canvas drawing (pixel-like rectangles/sprites) with consistent outlines. * Use a 64-bit pixel style: chunky pixels, crisp edges, visible outlines. * Minimal VFX: small pixel sparks, subtle screen shake, avoid glow. Do not change: * Theme: hard-boiled corporate mech mercenary scavenging forbidden tech in wasteland. * Stats: HP, Armor, Energy (fuel). * Upgrades economy and mercenary tone (terse UI text). Acceptance criteria: * Player can clear rooms, choose next room via doors, receive upgrades/loot, visit shop, and fight a boss after 5 rooms. * Difficulty scales over time and the loop can continue indefinitely. * No exploit where enemies get stuck due to terrain; rooms are arenas with simple obstacles (cover) only. </syntaxhighlight>
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