As Edwin Roy I want the player to gain the power of the bosses he has defeated so that I can enjoy getting stronger.
Estimated Time = 2Hrs
Acceptance Criteria 1 : Player gains death power from killing death
Acceptance Criteria 2 : Player gains famines power from killing famine
Status = Adam - Complete
death scythe added and collider resized
player damage is now proportional to their health
As Sarah Lucas I want the menus to be very simple so that I don't overexert myself trying to navigate them. Estimated Time = 2hrs
Acceptance Criteria 1: Timed title splash screen at the beginning.
Acceptance Criteria 2: Timed high-score screen shown after the victory screen which uses the date that the score was achieved instead of initials.
Acceptance Criteria 3: Game over screen when player dies.
Acceptance Criteria 4: Victory screen when player wins.
Status - Adam
timer waits seven seconds before switching
The introduction splash screen
Victory screen
As Adrian Wilkinson I want it to be a greater challenge to gain access to fight the final boss so that it feels like more of a triumph.
Estimated Time = 4 Hrs
Acceptance Criteria 1 : 16 group points
Acceptance Criteria 2 : Other bosses must be defeated
Acceptance Criteria 3 : enemies spawn on group points
Acceptance Criteria 4 : 50% of enemies killed to summon boss
Acceptance Criteria 5 : Conquest created with correct AI/behavior and spawns after enough enemies are defeated outside the castle.
Status = Adam
All 16 group points near conquest
Bosses must be killed to open gate, On death the game ends. On conquests death the player wins
Spawn enemies if there's room and spawn the boss if half of the enemies are dead