Don't have them hurt the player on contact. This could open up interesting level-design possibilities (because you can run by them if you time it right)
That could be interesting - could bury them in one-tile gaps to accomplish the same effect maybe. I'll experiment with both.
Maybe the projectiles could move in an arc or something.
I like the arc idea - I might keep these barnacle guys as-is, but add some other enemies with arcing shots (I remember NES metroid had some metal rounded plates on the ground in Norfair that fired in arcs).
I think I need a LOT of enemy types to pay off on the "different experience each time you play" goal, so hope to start cranking a ton of them out.
Maybe decrease their "hiding" time. Having them stay in their shells when you've attacked them isn't too bad, but the amount of time it takes for them to come out again is just irritating.
Thanks - I'll play around with that.
I also think that maybe they show up too often, but I'm thinking that maybe when you have other enemies you won't need so many of these.
Yeah, agreed. More enemies is the solution I think.
I noticed they see me through walls. Is that intentional?
Yeah, I think I need to implement raycasting in my physics engine. Would be a bit of a technical hassle but very useful down the line for future AI stuff. Been avoiding implementing a broadphase (quadtree, etc.) since brute force pair checking has been fast enough, but raycasting might necessitate it.