All of the levels would be a sandy area, with some various gold objects scattered around as well as a few small plants.
Don't have time ATM for all of the levels, but I'm planning to make more later.
Enemies introduced
Sand Tail - A wolver similar in appearance to an Ash Tail, but reskinned to be more sand-colored. Has a high chance to stun the player when it bites.
Alpha Sand Tail - About the same as the Sand Tail, but with the usual Alpha upgrades. Reskinned Alpha Ash Tail.
INSERTNAMEHERE (sand chromalisk) - A Tundralisk-like Chromalisk, but reskinned to be sand-colored. Can use both the tongue attack AND spit attack, the tongue attack having a high chance of stunning and the spit attack being harmless at first, but makes a small damaging and stunning explosion after 1 second.
Sand Bunny - A sand reskinned Dust Bunny with the stun status.
Sandstorm Sprint
Immediately after the starting zone, the player would be on a party button at the bottom of a large ring. To the left is a one-way forcefield allowing passage into the ring, to the right is another one-way forcefield that only lets players to the party button zone from inside the ring. Above the player is a monster/arena gate. (All of these are just normal gates until the party button is pressed.)
In the ring, there are many small, separated areas which the player can't pass into but all attacks can penetrate (except shield bashes) (enemy attacks included). All of these have a sand chromalisk inside, which must be killed to open the monster/arena gate.
At the top of the level are 3 respawners - 2 spawn Sand Tails and the third spawns an Alpha Sand Tail.
And you have to move fast - Every time you step on a tile, a stunning cloud of sand will appear shortly after. This will allow the Sand Tails and any living sand chromas nearby to kill you easily if you don't get out of the cloud quickly. These are permanent, but right before re-entering the party button zone will be a second one-way forcefield, leaving 1 tile between it and the original. This would be filled with a small sand-colored button that resets all the sand clouds and can be re-pressed after 1 second. The other spaces are filled with unbreakable blocks of sand. However, the button won't reset if a player stays on top of it - The player needs to keep moving through the ring for it to reset.
After all sand chromas are killed, the player can reach the elevator. A large amount of (sand-colored) prize boxes and (not sand-colored) crowns will be at the end to make up for the low amount of enemies which actually give drops.
Sandstorm Sprint II
This level would be similar to Sandstorm Sprint, but the Alpha respawner would be removed and there wouldn't be a sand trap on every tile (they would still be scattered around the level in significant amounts, though).
Instead of reaching the elevator immediately in the center of the ring, you'll be in an arena which would contain several waves of Sand Tails (also Alphas) and sand chromas. Large clusters of Sand Bunnies would also appear.
The elevator would have fewer but still notable amounts of crowns and prize boxes.
I love this idea! It gives me a good excuse to buy a 1* beast basher and pretend to be an archaeologist. The mechanics are very nice and I love the sandy theme (this has become very prevalent as of late, we have requests for sand themed fiend levels with dragon bosses and now sand themed beast levels with arena like elements and promise of an SK IOS endless runner. Quick question though, would these beasts (most notably the wolvers) have a place in the clockworks other than in these levels? I would love to see a sandy wolver den.