You're helping build a game called NeuroCore Follow the tasks listed in Planning.MD one at a time. After finishing each task, wait for me to say "n" before continuing. Do not skip tasks or do anything extra. Just follow the checklist in order, one step at a time. Be patient and only move on when I say "n". I also want you every time you change something check for bugs/error. DO NOT MAKE TEST FILES. STAY ORGANIZED SPLIT THE CODE IN DIFFERENT FILES. Make sure every change is published to Github. Remmberadd to changelog ( the one in game)
🧠 Enemy Damage Breakdown – NeuroCore: Byte Wars
- Data Wisp
Damage: 5 HP per hit
Role: Basic testing enemy
Threat Level: Very low — meant to teach movement and aiming
- Bit Bug
Damage: 10 HP per hit
Role: Fast swarm melee attacker
Threat Level: Moderate — relies on speed and numbers
- Memory Leech
Damage: 2 HP per second while latched
Role: Energy-draining parasite
Threat Level: High if not removed quickly — drains you over time instead of burst
- Syntax Breaker
Damage: 8 HP per hit
Role: Control-disrupting enemy
Threat Level: Annoying — causes light damage but also scrambles input when close
- Corrupted Protocol (Boss)
Damage: 15 to 25 HP per hit, depending on the attack phase
Role: First major boss
Threat Level: High — heavy hits, telegraphed attacks, multi-phase encounter
- The Forked (Enemy Faction)
Damage: 12 to 18 HP per hit, varies by form
Role: Adaptive enemies that change tactics based on your build
Threat Level: High — smart enemies with moderate to high damage
- NeuroFork (Final Boss)
Damage: 20 to 35 HP per hit, based on the attack type
Role: Endgame final boss
Threat Level: Extreme — uses glitch attacks, screen hazards, and phase shifts
🎮 Difficulty Tiers – Final Design 🟢 Easy Target Audience: New/casual players.
Player Health: Starts at 150.
Enemy Behavior: Slower, less health, and lower damage.
Overclock: Charges fast.
Enemy Variety: Simpler enemies early on.
Wave Size: Fewer enemies per wave.
Healing: ✅ You heal during the wave. Gradual regen keeps you alive under pressure.
Other Perks: Forgiving dash cooldowns and early upgrades drop more often.
🟡 Medium Target Audience: Standard gameplay.
Player Health: Starts at 100.
Enemy Behavior: Normal speed, health, and damage.
Overclock: Normal charge rate.
Enemy Variety: Balanced.
Wave Size: Normal.
Healing: ✅ You heal after every wave — full heal before the next.
Other Perks: Full upgrade pool unlocked, default leaderboard mode.
🔴 Hard Target Audience: Skilled players.
Player Health: Starts at 100.
Enemy Behavior: Faster, tankier, and more aggressive.
Overclock: Slower charge rate.
Enemy Variety: Advanced enemies appear sooner.
Wave Size: Larger waves.
Healing:
Other Perks: Bosses are more dangerous with sharper patterns and attack frequency.
☠️ Extreme Target Audience: Hardcore players, challenge seekers.
Player Health: Starts at 100 (no bonus).
Enemy Behavior: Very fast, tanky, and relentless.
Overclock: Charges very slowly.
Enemy Variety: Full roster unlocked from the beginning.
Wave Size: Maxed — huge enemy counts.
Healing: ❌ No healing at all. Ever.
Other Perks: Visual/audio glitches intensify over time. Bosses gain extra phases. Minimal UI help. Pure survival.
🧠 Development Phases for NeuroCore: Byte Wars ✅ Phase 1: Core Bootup (Prototype Foundations) Establish the mechanical heartbeat of NeuroCore: Byte Wars.
Implement twin-stick movement and aiming.
Basic shooting system with a single weapon type.
Create a test arena to iterate on feel and visuals.
Introduce the first enemy: Data Wisp (slow and simple for testing).
Build player/enemy health and damage systems.
Add basic UI: health bar, score counter, and kill tracker.
⚡ Phase 2: Core Combat Loop Develop the signature fast-paced combat of NeuroCore: Byte Wars.
Add a dash mechanic with a cooldown.
Introduce the Overclock system: a power-up mode triggered by kill streaks.
Add a second enemy type: Bit Bug (fast and aggressive).
Implement wave-based enemy spawning.
Include visual effects: hit sparks, screen shake, damage indicators.
Expand UI: Overclock bar, dash indicator, enemy counter.
🧩 Phase 3: Upgrade System & Replayability Establish replay-driven gameplay progression in NeuroCore: Byte Wars.
Design a simple upgrade system: players choose 1 of 3 random buffs after waves.
Add 3–5 core upgrades (e.g., piercing bullets, faster Overclock charge).
Introduce third enemy: Memory Leech (attaches to player and drains energy).
Display current upgrades and wave number on HUD.
Ensure each run feels unique through stacked perks.
👾 Phase 4: Enemy Variety & First Boss Increase challenge and depth within NeuroCore: Byte Wars by introducing dynamic enemies and early boss design.
Add enemy: Syntax Breaker (glitches player controls when nearby).
Create the first boss encounter: Corrupted Protocol.
Build boss arena with telegraphed patterns and multiple phases.
Balance enemy scaling based on wave count and upgrades.
💾 Phase 5: Roguelite Meta Progression Introduce long-term progression and keep players coming back to NeuroCore: Byte Wars.
Design and implement persistent upgrade unlocks via in-game currency.
Add module selection screen at the start of each run.
Save/load system for meta upgrades.
Implement multiple zones/sectors like “Cache Field,” “Protocol Nexus.”
🔐 Phase 6: Lore & Environmental Glitches Add narrative layers and environmental storytelling to NeuroCore: Byte Wars.
Add lore terminals/log entries revealing NeuroCore’s corrupted history.
Introduce glitch events: visuals and gameplay distortion increases over time.
Implement “The Forked” — an advanced enemy faction that adapts to the player's loadout and patterns.
Design ambient world audio and tone that evolves by sector.
🧠 Phase 7: Final Boss & Climax Deliver a powerful, narrative-driven climax to NeuroCore: Byte Wars.
Add the final boss: NeuroFork, a rogue version of the original NeuroCore AI.
Build the final sector: a morphing digital arena with dynamic hazards and glitches.
Multiple endings based on completion stats or hidden lore objectives.
🧹 Phase 8: Polish & Release Prep Finalize NeuroCore: Byte Wars for public release.
Full UI polish with glitch/synthwave aesthetic.
Add layered soundtrack and SFX (responsive to combat and sector).
Controller support and key remapping.
Add changelog window (open with C).
Add a Send Feedback button linking to: https://forms.office.com/r/swdfiQLkCb
Integrate Firebase leaderboard for high-score tracking.