The win is too easy - involves maybe 1-2 lines of code. While I like the examples of “continue” and had not really used it myself in my code previously, this level feels a little light on substance. As a minimum, remove the movement codes.
Currently, you can win by just commenting out the code which summons the potions. You need to add a victory condition that you summon at least __ potions.
Please consider correcting the english in the summon potions command - maybe to something like “Please give me a potion.” For better or worse, the word “gimme” shouldn’t be in a teaching game if we can avoid it (and we can).
Summoned human troops (other than peasants) can sit on top of the potions without causing them to be drunk. They can also sit on top of the munchkin’s spawn point and just slaughter them. I can call for all the potions I want while the munchkins are dead and not drink a single one. Suggestion: human troops (soldiers on up) should be able to drink potions.
Bug - it is very possible to end up with a stack of potions - some healing, some poison, even if you check to make sure there is no item prior to calling for a new one. I suspect it is because I’m calling for multiple potions during the delay prior to the potion showing up.
Odd editing bug - adding lines of code via a hard return does not have the usual anticipated result. You have to go to the preceeding line and hit return in order to add a line … (python)
Suggestions for changes:
A. Add additional munchkins so there are at least 2 up at any given time (i.e. 1-3) and change the ogre’s logic code as follows:
(i) munchkins can spawn anywhere on the level
(ii) If there is an item, the ogre moves to the closest item, ignoring the hero and potion maker.
(ii) If there is not an item, the ogres attack the closest human (i.e. the hero, potion maker or summoned troops).
That way, they are no longer retreating to their corner … and they can come after you even as they die from the poison.
B. Add additional targets where the potion could be thrown.
C. Spawn multiple potions - 2 poison and 1 healing each time for example.
D. Hero and potion maker surviving should also be a victory condition. Given that it is also possible to park a suicidal peasant on the potion point (and have that peasant drink everything), the additional victory condition should probably be that all humans and the hero survive. [And that could add a level of strategy in that wounded soldiers can be sent to pick up a heal potion in order for them to survive…]
E. Make the base ogre summoned a bit tougher than munchkins … maybe even regular ogres which blow up into Brawlers?