# Next Steps

- Replace placeholder/procedural animation with final player and enemy sprite sheets.
- Add a level data file for platforms, coins, boxes, enemies, and camera bounds.
- Add a debug overlay toggle that displays hitbox/sprite offsets for asset calibration.
- Add automated collision tests for coin gaps, platform landing, and question-box activation.
- Decide whether future levels should support extra heart pickups or keep the fixed three-heart model.
- Add a best-score or level-complete summary after the basic game-over flow is approved.
- Add a dedicated enemy defeat animation and sound when final sprites are available.
- Create unique level geometry for levels 2, 3, and 4 after the palette and difficulty direction is approved.
- Add a score-table clear/reset option for testing builds.
- Manually crop and clean the remaining player sprite-sheet poses for richer jump, fall, victory, and idle variants.
- Package the game as a native-looking macOS app bundle if a Terminal-free launcher is preferred later.
- Run full browser QA in Chrome, Edge, and Firefox and record results.
- Playtest boss arena difficulty, fire timing, and falling box spawn rate across all four levels.
- Replace the procedural boss rockets with the supplied rocket PNG/sprite once the asset is copied into the project folder.
