Regarding this, I’m suggesting a new equipment (like the progress meter) that makes waves and boss paths invert laterally instead and/or alongside with mirrored version of waves.
Are you sure you want to add this? The randomness is what makes the fun and difficulty of Yolk-Star, Henterprise, U.C.O., Mysterious Ship and many other bosses.
In Squawk Block waves, chickens always start by heading to the right, then going down, and head to the left, can you give them a chance (50%) to start by heading to the right, and so on? (this is like the “The Invasion Begins!” stages, where the chickens fly in one direction and in the next wave, they fly conversely.
Waves in Retro missions that are longer than 10 waves should have different wave names on the waves 11, 12, and if there are, 14 and 15, as an example, “Invader Race” for Invader Crossing or “Invader Gathering” for Invaders Fly-By
No, it’s not. The flame carries on, but only the first/nearest target actually takes any damage.
“Inverting laterally” is the same as mirroring. Do you mean “inverting vertically” (a.k.a. flipping)? In any case, all waves where this would make a significant difference already offer this. I don’t want to go edit 100+ waves just to add vertical flipping, especially since that’s significantly more disorienting.
The Yolk-Star doesn’t move (if you’re talking about the ray-guns, these still move randomly. As for the rest, it’s only fixed per-mission (so all players see the same movement on a particular mission). If you encounter it on a different mission, then the movement will also be different.
Intentional, because it means you always know which way they go during your last chance to kill them.
Waves can’t have different names depending on their placement in the mission.
Well, there’s currently no “weapon virtuosity” for keys support, but I’ve added a +25% score boost. It’ll might need to be reduced, but let’s see how much it affects things first.