Heed, you going to make that list of things that need to be done, or did I miss it? If you have a big amount of things to do and I see one thing I can do easily I wouldn't mind doing it.

All scripts should have easy to make add-on features. No one wants to copypaste 500 lines of code to make ONE new monster. That is why defining things like $monsterHealth or whatever is a must.
Fire Geysers (Only red pikmin can touch) Every 5 seconds, it spews a fire emitter for 2 seconds. When the emitter is present, anyone on top of the geyser that isn't a red pikmin will take 50 damage
Electric Fence- Same thing as the fire geyser, except horizontal. Goes from side to side to block passages and such, does 100 damage.
Monster AI- needs to have monsters spawn a corpse when dead, corpse uses the pickup feature I mentioned. Corpse, once under an onion, disappears and add 10 nectar.
Pikmin- Yellow jump higher and resist electricity and can carry bomb rocks, Blue can go in water, red can survive fire and deal a bit extra damage.
Bomb rocks- Pickupable by yellow pikmin, once piked up, forced into wielding, explodes after 7 seconds after picking it up, placed on ground or not. You can place it on the ground near gates and such. It should have custom events like onBombRockexplode. This would check if the bomb exploded within the radius of the brick, useful for making bomb gates out of bricks. Use Timebomb model for testing.
End of Day- Checks if the pikmin are in the radius of a certain brick (Safebrick), if no, they die after the end of day. Does not need to change skybox or lighting, just give warnings every time a 1/4 of the day goes by. And do a countdown of 10 seconds before the day ends ends.
Treasures- Just like monsters, these can be picked up. Should have an easy to customize system like
$treasurevalue = 40;
$requiredPiktopickup = 20;
Pellets- Like a stationary monster that does no damage. Once it is killed, it spawns a pellet that can be picked up.
I recommend getting the pikmin game before trying to even make any of this.