This series of dungeons the game takes place in here is called the "CLOCK" works, right? I think maybe some temporal antics for enemies, levels, and players are in order!
EDIT: I know what Clockwork means bros and that clockwork mechanisms are not limited to only timepieces. Imma just putting this little note in to take the fun out of it for you.
"But Mejezfeld", you object, "How do work timetravel in game it difficult fried chicken is taste good who was phone and why is are economy ruined forever baw i am leaving this game wonderful sausage". Okay, that's an unfair generalization of what you're gonna say, but here let me show you how we can create the illusion of time travel/time antics in this game without quantum computing or something.
1. TEMPORAL DOPPELGANGERS: Let's have an item, or a charged attack on a weapon... and when the item is used or the charged attack is done... a doppelganger of you appears on the battlefield and a countdown starts... This guy attacks enemies alongside you, and when the countdown ends, the doppelganger disappears and you warp to where it was standing... what happened? looks like you traveled back in time to the point when you activated that item/charge attack, that's what!
2. TACHYON WEAPONRY: Notice those enemies that keep jumping around when you try to shoot them? Okay, now, let's add a "trail" effect to their movement. Pretty cool-looking, right? Okay, now, shoot that "trail" effect with this "tachyon gun". The enemy took damage. Because the projectile went back in time to hit the enemy. We could have it that shooting the trail is not as effective as shooting the real enemy, and that it doesn't travel that far back, if there is a concern that these weapons will be the ONLY ones people will buy if they're implemented. And oh yeah, Tachyon gunpuppies.
3. WEIRD TEMPORAL ANOMALIES: Areas in the clockworks where EVERYTHING seems to be going under a sort of Stun status effect- even projectiles and spikes. Because time in these regions is slower than time outside etc.
4. TIME EFFECTS: these would probably be redundant seeing as we already have Stun/Freeze status effects... the only real difference would be what causes them and the fact you can't stop a person from being temporally frozen by whacking him/her repeatedly.
5. I AM TIRED OF THESE TIME SHENANIGANS: I got you covered. You're tired of Timefiends, Tachyon Pups, and Chronic Wolvers. You are tired of Time Bubbles where you and all your attacks/projectiles are reduced to molasses speeds.... The answer? Weapons that DISABLE time powers/effects! These can work by inflicting a sort of Curse status on time powers- enemies/players only get hurt when they try to use them,
and of course it can cure the time effects in 4 and turn the anomalies in 3 back to normal areas. Obviously these could work as part of a possible alchemy path for the Wrench Wand (it would make sense for Gremlins to be armed/covered for time antics or fixing up places where spacetime gets all hairy).
EDIT:
6. BALANCE ISSUES, DIMWIT!: "BUT MEJEZFELD THIS IS NEAT SPAGHETTI SAUCE AND ALL BUT NOW EVERYONE WILL BE BUYING TIME STUFF AND ECONOLY RUINED EVEN MORE" You know how certain weapons are kinda useless/nerfed in certain circumstances? We can implement something like that- the Time Shenanigans are only possible in areas of the Clockworks where the spacetime continuum is broken enough to even allow you to do them. You basically go up to the dungeon and it will tell you that certain Depths are "undergoing temporal anomalies"- That means you should break out the Tachyon beams, those areas are full of temporal anomalies and you can go all Police Booth on them
hahaha oh wow I just went and typed a whole lot for a suggestion that won't even be considered or even read by many people.
Well if you did read this far go on ahead and tell me why this is/isn't dumb.
An interesting idea, although it could become quite annoying, and if there are a bunch of enemies the trails behind them could be quite distracting.
My comment is really more about the inspiration for the idea than the idea itself though. the term Clockwork refers to something that uses a complex series of gears to function (so named because older clocks and non-digital watches use a complex matrix of gears to move the hands). So the Clockworks in the game are called the Clockworks because the mechanism that rotates the different areas within them is made up of a complex series of gears and pulleys. So while the name led you to a very interesting idea, the term Clockwork doesn't necessarily have anything to do with time, or clocks for that matter.
I do hope I don't come off as condescending in this post, I really don't mean to. ^-^;