Fireballs would probably be invincible. Meaning you won't be able to move into their spots, currently with the dragon the tiles treat them as a wall, not even giving you a tile to walk into. They would essential act like a one direction rat. I might make the fireball have a face, meaning the player would probably recognize them moving the same as other enemies. I also want to add flying enemies, that will be above the traps. Meaning spikes won't harm them. But I am not sure how well that will read.
The idea with the trigger is pretty good. I also thought of something that has really complicated some of the levels. I am still playing around with the idea of placement and positioning. I was thinking about possible adding a Rune tile where you need to kill an enemy on that tile.Meaningthe player needs to worry about notjust killing the enemy but also movingthem into position. I have been playing with it while ctesting, picking a tile when I start a floor and trying to kill an enemy on that specific tile. It's been a lot of fun. Not sure what I can do with it in game play yet. If I could maybe even use it as some sort of lock mechanism. Meaning you would need to kill an enemy to progress any further. This is of course late game stuff. I thought it might be good for different paths or maybe even opening a shortcut that skips you ahead a few floors. Or opens a set of stairs right there.
The trigger idea could be fun and I could maybe even recode the enemies to aim for triggers if you are on a trap tile. I also like the idea of the crushers. They have been very cool in ending, but not sure how well they would work here. I also forgot about one of the best traps in shiren that of the trapdoor. I think I will add that next. It will drop the player down a floor instead of killing them.
Also I have written out the "story" or framing device. Basically an evil wizard has stolen some random artifact from the queen and you must get it back. The artifact will stay the same until you rescue it, but each time you die you will be spawned as a new character ( sprite and name) and sent in to get the item. Not sure if i will track how many heroes it takes to get an artifact back. it might be nice to track but not sure if it would be an exciting stat, or if I could use it in game somehow. the story is close to the original framing device I used but this one feels a little more fleshed out, it will also allow me to create a decent villain for the player to focus on. And makes better sense as his defenses get stronger as you continue to thwart his plans. It also gives me a way to tell the player of upgrades. You head into the dungeon and the evil wizard says " ha ha, I just bought a ton of giant snails." And now levels have big menacing snails ( as menacing as snails ca be) in them.
As for new enemies I added the golem today, which replaces the rat as an upgrade. On death it crumbles to dust, but will rise again in a few turns time and liches are in now. They are buggers summoning skeletons randomly. Best to take them out ASAP before they flood the map. Also added giant eyes which wonder the map if they can not swap with you. They upgrade the regular eyes.