Yes, you can suggest waves and it is indeed possible that they make it into the game.
Bear in mind though that each wave is implemented purely in code at my end (there’s no visual editor), and it’s generally made up of small ‘building blocks’ that are combined together. So there is a chance a nice wave will not be implementable using current tools.
Current building blocks include:
- Each enemy can be a single enemy or a group
- Enemies in a group can be released all together or one at a time, with a specified delay between them.
- Enemies in a group can be released only when the previous one dies (generally speaking, when there’s less than N already alive on the screen)
- An enemy can just wait/delay for a specified time.
- An enemy can be commanded to follow any path on screen (paths are straight lines or curves).
- Enemies can move at specified speed (which means longer paths will take longer to traverse), or at a ‘normalized’ speed (which means that all chickens will arrive simultaneously, no matter how long their path is).
- Enemies can belong to formations (formations are different from groups). A formation forces all enemies in it to follow it. Grids (e.g. classic invasion, squawk block) are formations.
- Enemies can move smoothly from formation to formation (e.g. 3-ring circus)
Also note that there’s a distinct lack of conditionals in those blocks. There’s no way to say e.g., “move over here but only if the player comes near you.” or “follow this path but only if another chicken isn’t on it already”.