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I dig this and tooootally see how the environment could just tear itself apart. There's got to be a good balance between an environment that interacts to certain things, and an environment that exists only to kill the tumbleseed.

The one example that reminded me of a Spelunky-esque moment where you set off a trap and evade it to let it kill enemies:

You know the enemy that hides in a hole and spins its arm around once when you're close? I expected that to hurt nearby enemies. It felt like a trap, and traps seem like they'd be indifferent to the greater world. Can't think of any other examples but that one in particular made me go "awww dang" when it *didn't* kill the enemies I'd lured close to it.

yea that would be cool since you trigger it, maybe we can style that into a vineguard like element or something! it'd be fun to lure enemies near it and set it off while getting outta the way for sur

I like this too! Rad idea :]