-Sentry Deathsphere Miniboss: Needs much more HP. Lasted mere seconds against a build that wasn't focused on damage. Too many glass breakables.
I've more than doubled the HP on that, thanks. Hopefully that does the trick. I also reduced the amount of glass breakables in the room.
Pinwheel enemy: Add visual cue before laser beam.
I've added one using cue_non_sim_patterns, which I should probably use more. The one flaw is that rarely, if you are on the edge of the enemy's range, the visual cue will appear but if you quickly push out of the enemy range then that attack gets stored up as a kind of surprise attack. It's kind of half bug, half feature. I'm not quite sure on that behaviour. If I can find a solution I will probably use it, but then again, maybe having a rare almost surprise attack works.
-Reanimator boss: Very unique boss, I like it a lot, but the few times when the boss goes transparent and rapidly flies around, I don't think it should do contact damage. And once the boss is dead, is it really necessary to make the player do the minions cleanup job?
That's Ptarth work...hence the unique craziness, heh. For the contact damage, it's actually super tricky to have enemies with contact boxes that change size, or switch off and on since there's no Hitbox or Collision box modifier. I have set up things like this for the Proteus (Evaporater) enemy, but it involves creating fake contact damage systems and stuff and can get complicated. In this case, I'm not sure it's worth it to go that route. For the moment, I've reduced the size of the contact box on that phase significantly -- it was a bit big actually -- so that it is more comparable to the size of the trail that is being left behind. Given that the trail is there, having a bit of a contact box seems fine to me since you could just get damaged by the trail anyway. The other option is to remove the contact damage for that phase entirely, including when the enemy lands and stops doing its crazy flying behaviour.
As for the minion cleanup, there was a cleanup system in place, but it wasn't doing the job due to the multiple phases of the zombies. I had noticed this before, but I was thinking that if the Reanimator was the last floor boss it wouldn't matter since the game would end anyway; however, it is better to just address this so I've put in different cleanup system that seems to do the job. I'm not sure which floor the Reanimator is meant to spawn at.
-If you use the time machine consumable, can you change a normal floor into a golden one and vice versa?
I just tested this and yep, you can go from normal to gold and vice versa.
-Is it just me or does the sound overload where the game goes silent happens pretty often now?
That is mostly down to one specific enemy, the Wave Blaster, causing problems. I'm hoping for an engine tweak to help with this issue. Specifically, a version of min_ms_between_shot_fired_sounds for use with sounds_to_pick_from_when_action_starts. Additionally, the audio engine might also be getting an upgrade based on the new AI War sound system. Hopefully!
-Proteus enemy: After being damaged, sometimes doesn't disappear (shrink?) and run around in a panic for a while. I don't think the panic part is supposed to be seen.
Yeah, the amount of little problems I've had with this enemy has been crazy. I've fixed most of them, but there's always something else. I'm kind of hoping that this behaviour is so rare that it is acceptable, and it just seems like an enemy quirk. If not, I can try to fix it, but I may just have to remove the enemy if that's not possible.