It's been a while since I played, feeling a little burnt out from SK, but as the story goes, my Roomie wanted to check out the new guild stuff, and a week later I bought an E-pass. While it's astonishing the amount of work that's gone into the game, there's still a few things that bother me about SK. Instead of whining, here's my suggestions to improve on them...
Special levels, no bosses?
Quick, what does the Jelly Kingdom, IronClaw Munitions, and Gloaming Wildwoods have in common? They have a massive fight at the end of them, and they all span 2+ levels. I've noticed there's a lot of places like the Aurora Isles, and the Scarlet fortress, but these places only seem to be there to mix things up a bit, and the first few times, you feel like you're somewhere astonishing, only to be disappointed in the end. (Or, unless it's like the 1-shot levels like Candlestick, the feeling of "Phew, Made it!" doesn't wear off...) Coming back to the exact same levels when your 5-star warrants little more than a grindy feeling. What if we modified these levels to have a climactic battle at the end of them, a miniboss, perhaps featuring a tougher than normal zombie, and a wave of tougher-than-this-stratum enemies in there?
The Treasure Vault.
It's a joke. Every time I come here, I instantly think "Crap! I wish we ended up in the graveyard!" But like everyone else, to avoid sounding like a tool, I don't say it. When you're in the first stratum, alright the Vault's good news, but it's still nothing compared to the wealth in the Graveyard. If you've got 3+ Star equipment, you're likely prepared to make those Zombie problems disappear as well, as the Graveyard is sort of an "Easy mode" level, with the phantoms acting as the only level of difficulty in there. The main problem is the Vault though. It's more of a punishment than a good thing. The Vault should give you a LOT more riches than a normal level, and it should probably pass on the 20 mineral crystals.
What if we changed the level so that the pathways leading up to the treasure was longer? Has a mix of 10's and 5's for T1, 10's and 25's for T2, and mostly 50's with 25's at T3? Have about 12 minerals at the top with the Kleptolisk's trying to take your stuff, and the same 4-branch at the top with just red boxes? If, for example, you get 500cr from a clockworks level, you should get 1000cr and a teeny bit of heat from the Vault. There's so little combat here too, so why not make Heat a bit more rare?
Gremlins
I've noticed the little guys running around, doing damage with their wands that pertain to a certain element, but the Gremlins seem to be missing something... This is more of a thought, than a suggestion, but what if Gremlins expanded their technology and know-how to deal with the Spiral Knight threat? In ice deconstruction zones, we might see Cryo Gremlins, or for poison, we could see them deploying poisonous gas and running away while the Thwackers deal with the player. Electric and Flashbang grenades for the Demo series in Shock levels, or to mix things up elsewhere with stun. I also miss the Menders defending themselves. I've never been clocked up-side the head by them only to laugh moments later with a "Did that happen!? Did that really happen?!" I might be a bit of a fan of the little guys.
Visual Warning for Weak Knights.
I've actually wondered why this isn't in. No, no, I'm not talking about that weird red throbbing effect you see in FPS's, which would be kind of out of place for SK. (By, a lot...) But what about a slight blur at the edges of the screen? Weakened movement for a knight? In T1, it could be when they're below 2 pips of HP, T2 when they're below 4 pips, and at T3, when they're below 8 pips. This would be purely visual, and the only change would be the slight blur at the corners of the hurt player's screen, as well as animations to let other players know he's a bit low, such as a slightly lowered head, sometimes staggering movements, and a slower idle animation. Animations for attacking would remain unchanged, as I understand, those animations are employed by the weapons the knight uses.
Anyway, these are just some thoughts. Feel free to discuss them! :3
Oh! I poked around here too, I also think this suggestion is an awesome idea!
Water levels!
Since every level can appear at any depth its hard to put minibosses so randomly. Unless its a fixed chain of levels like concrete jungle. But it would remove said random-ness.
We have danger missions now with minibosses and small challenges