Would eventually like current or new baddies to have their own characteristics/be more distinct in the way they approach you, attack, jump at you, etc.
Love the wolves, but I wish they could be buffed up a tad (maybe particular colored wolves, with more hp, etc?) as they’ve become too easy to kill when not close (Makes them more cuter than mean)
Maged baddies could be more powerful and buffed too, with diff mage baddies only in different areas, maybe even using different spells on you or staying in their place/running from you and using spells from afar.
Higher levels of the Mushroom baddies can jump towards you/at you (and cover a larger distance than they would from walking)?
When certain baddies get alerted to you, maybe that's what can enable an initial speed boost to reach up to you (and at least have a chance to hit you once)? Once baddy hits you, that initial speed boost can disappear and they go back to the speed they were set to have
Certain baddies like Wolves can have their own distinct/special perk, making players bleed (lose (2) hp per sec, etc. similar to the way bees attack you without its slow), at % chance of bleeding happening if they do catch up and bite you; bleeding can stop once the wolf dies?
Spells with fire could also burn players, frost can slow or freeze after hit too many times with spell, etc. A corresponding icon (fire, snowflake for frost dmg, ice when frozen, etc) can also show above player’s character in place of where heart icon is currently (health). I'm hopeful elemental effects can be implemented, considering the display of different colors canons just outside the desert area (:
It feels like Ranged classes have the advantage against baddies when attacking them (baddies spawned outside without being grouped being too slow atm). When there’s a same species of baddies together, have them be alerted from a greater distance when one of them is attacked by player, or have same species of baddies better work together to attack targeted player(s) /enemies when near
When 2 grouped baddies of the same class are able to both damage player, these 2 baddies are now able to use a different/stronger/spell/diff distinguished color spell/perk that they weren’t allowed to use before from only attacking you “individually”(without any particular baddy around) hahah
Revisting Dungeons a second time or after (x) amount of times (Until you either finish the same dungeon unchanged 5 times, either obtain all particular rare quest items from boss drops at random chance, either collect all 5 different gems from boss, or even get special gem/rune since it already feels like there could be a future emphasis with gems in the future, etc).
After defeating the final version of a boss from the Upgraded dungeon, you can use the gem/key/water type item to later unlock a door. (Diff keys can also be obtained from defeating final versions of Dungeons around the map)
Levels inside the (updated) dungeons can either be slightly altered/modified, or only have the Boss’ level as different
One example of a ‘level 2’ dungeon: the next/last time you see the boss for the Underwater Dungeon, he can make the water come up from the floor every so often, forcing players to swim and dodge his attacks, and temporarily disabling players from attacking him because they’re in a swim gani. This whole level/floor can either be completed flooded, or have spots where you can still attack the boss, corners of room etc. Making animations/script of water rising might also be avoided by having screen turn black, possibly even warping player to mirrored, but changed flooded level?
PM Messenger’s button for what I think is add/remove? doesn’t work, I also think the button next to it the noob head with (?) question mark should light up in a diff graphic or in its place state in text if player is online/when last online. Profile cards that can be viewed, including offline friends, should also show time when player was last online
Entering inside the door of the Spar Area at Docks slowly, will always kick you out
Jars of captured green (Emperor) butterflies will occasionally disappear/not appear from player’s inventory without ever selling the bottle. Some minimal issues but “Yellow butterflies” isn’t yet named (clouded), proper names of butterflies once caught in bottles change into names of their colors instead (maybe from issue with text being too large?) Would also like to call them Jars instead of bottles (I associate bottles with water, etc ahah), Jars of Clouded Butterflies or just Clouded Butterflies, instead of Bottles of Butterflys (White)
Maybe also replacing those poor butterflies of more than x20 stuffed inside a jar (can you imagine?!) with a proper butterfly cage! Yup, these exist and they’re made of white netting, and it’s obviously more humane

Fairies can use whatever magic they have and live inside jars, though cx ahah) If not, maybe i can just start to believe my captured butterflies are magical too \: hahah
Lightning bugs probably shouldn’t be flying around during day?
NPC’s (diff butterflies, birds, baddies, etc) could be made to only appear/spawn/be contained around different areas of the map
When a player has drowned in water, have a little water related sound effect when player drowns. Also, a corresponding gani of player lying faceup on the ground, having appeared just drowned (maybe consider a small delay?) until player starts moving again
I tried to be as detailed as I could with those topics, just let me know if you need me to clarify on anything more!