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Test Feedback: Mysterious Spikes!

54 replies [Last post]
Sun, 08/02/2026 - 12:17
#51
Shieldbasherbrono
Good for experienced players, not so much for the newbies

My experience with this new floor modifier was tons of fun, but it also raised a question of how less experienced or skilled players should interact with it. I tested Tier 1 depths in the arcade, across both stratums, and toyed around with what was added. My first "experiment" concluded with me losing ~99% of my health (even though all my equipment was 5-star with heavy normal and elemental resistances +true love locket and Penta heart pendant) because a Tier 1 Thwacker attacked me at light speed after picking up 12 crystals that I physically couldn't prevent him from gathering. The buffs this modifier grants to enemies sometimes lets their attacks pass through my shield HP (shield HP isn't lowered, but my Knight's HP is affected (this happened only once, but my other attemps at recreating this were met with regular shield breaks accompanied by half of my health missing)), which leaves me wondering if players using 0–2 star equipment should entirely avoid these enemies and even levels with this modifier altogether.
Despite how harsh my experience with this modifier was in T1, it's great for Tier 2 and Tier 3 depths. It prevents arcade runs from getting too stale, provides a good challenge, and, in my opinion, allows players to better learn how each enemy type behaves. However, some enemies start bugging out when they get enough crystals attached, such as Shankles (those square spike slimes in Clockwork Tunnels). When a Shankle gets these crystals, it starts moving off its designated track and eventually gains an ability to move diagonally. Furthermore, if a crystal spawns in the exact same spot as an invincible Shankle, the Shankle gets stuck and is unable to move until the crystal is picked up by you or an enemy (after i removed the spike from an invincible Shankle during my run, the Shankle also started bugging out). Overall, this level modifier is very good, but it still needs a bit of polishing.

Mon, 08/03/2026 - 11:06
#52
Nitchy
visuals/polish/bugs swords vs guns and further ideas to build on

Hello,

Love the idea of these spikes, and the general idea which I am guessing is to have rotating buff events on different enemy types in the clockworks. This is great as it adds some varying challenge and the opportunity for better rewards. It forces you to respect the powerful enemies and play more safely/strategically than you otherwise might.

Fit and finish

Someone else mentioned the colour, what I am imagining is that this yellow is the luminite colour, and there will be different energy attunements of the 5 crystals. However there are 6 enemy types, so not sure how that matches up.

The pickup sound of the crystals doesn't feel quite right to me, doesnt quite fit in with the rest of the sounds imo. sounds a little bit cold, hollow, whereas the rest of the sounds in game are generally bright, full and sort of golden (hope that makes sense)

The spike positioning, floating above the enemy, keeps it uniform across enemy types, but seems a bit odd to me, I had envisioned them actually coming out of the models' backs or something. but then you'd need to rig every model, so this makes sense. They just seem a bit "removed" from the enemy

Power level!

I think aside from just accumulating the floating spikes, it would be awesome to have some other indication of their power level, for example, advancing through tiers of: none -> size increase -> energy aura -> bigger aura + spike effect etc. Some more indication of their power.

Rewards

As others have said I think there needs to be a greater variety of rewards available from trading in, perhaps including crowns directly, but definitely craftable diskgun materials!!!

Ideas from PSO2

I used to play PSO2 (not new genesis) a lot, which does PVE fighting really well imo. One thing they have is a "PSE burst", you basically kill lots of monsters in quick succession and you have a chance of triggering a burst, which will then keep spawning mobs, eventually culminating in a mini boss fight. This could be tied in with the spikes, by eg. you collect lots of spikes, which then draws out a miniboss enemy (can be reused from what is already present in missions/prestige etc.)

Mon, 08/03/2026 - 12:10
#53
Jhdsaer's picture
Jhdsaer
Some issues I have discovered and other feedback...

(1) Enemy spawners can create an effective infinite amount of spikes as monsters respawn.

(2) Friendly NPCs are attracted to the spikes even if they cannot pick them up.

(3) Spikes are enabled during introduction levels which can make it more unfair to starting users.

(4) Spikes appear to boost an enemies stats exponentially instead of linearly, meaning any monster with three or more spikes is far too fast to evade. Perhaps you should implement a reasonable cap.

(5) Perhaps make the monsters drop greater crowns and heat as more and more spikes attach to them, since the difficulty increases.

(6) Certain enemies can pick up spikes where it is unreasonable, such as golden monsters (those that remain in an invulnerable state perpetually), preventing the player from picking up the spikes.

(7) Perhaps make the stat bonus randomized so there is a greater amount of variety of effects.

Mon, 08/03/2026 - 17:28
#54
Rhagnarock
my 2 cents

How I generally feel about the update

The good:
Really like the vibe and the aesthetic. Love the supped up/juggernaut mobs type that forces ppl to focus on different enemies vs doing the same thing over and over. I prefer improvising in a fight vs having the same steps: get aggro, avoid trojan attack, (or skip first 2 step) charge blitz, kill. This is right up my alley and dig the variation it provides in a fight. I really love the unlimited stack potential because unless you set it up it never stacks that high but it was genuinely the most fun I had in Spiral Knights since 2015 watching enemies flying on my screen. Also gives the ability to do silly challenges like "most spike stacks in Spiral Knights without dying" which I think is never a negative.

The bad/criticism:
While I do love the unlimited stacking potential, the movement speed and damage stats per spike currently cause problem for 1-2 player experience. The jump between 2 and 3 is too big. You should make it that 5 (or 6) spike is the current 3 spike speed/damage (consequentially current 4 spike should be 6-8) . I would prefer to tone down the % of each spike but add a smidge more to spawn so that 5-6+ can happen more often vs mostly 1-2 and rarely 3-4 enemies (in a group bashing it's way through 23-29). I don't think limiting the spike to a max 3-4-5 is the way to go.

The hate/I want it gone part:
Flinch resistant enemies on Dark Briar Barrage specifically. Remove HP upgrade per spike or make it so my Dark Briar Barrage flinch ppl again. Bombing against an arena of spiked enemies on D26+ with a damage setup is just so bad and unfun anymore. I was doing wet paper damage against gun puppy towers and couldn't assist in anything but shoving with a Nitronome in full bomb damage gear. I think DBB flinch should be pushed to T4 threshold or I will be switching to status bombs in arenas (if you don't add DBB flinch to T4 could you please buff damage on stuff like ash of agni and voltaic tempest, I never have reason to use those 2 due to venom veiller + stagger(or shivermist) + sword/gun do more damage and has better setup)

Suggestion:
Spike number should be easier to distinguish after 5 if we do keep unlimited spike stacks. I suggest making a crown that has 5 spike and each one they pick they add one spike to the crown and at the end you just display a number on top of the crown above 5. Maybe just yoink the vitapod number and turn it yellow and resize it. Like I said I think balancing the % per spike should be the way to go along with keeping the unlimited stack going. Another idea I had was that it could also be tiers of power and enemies needing multiple spike to reach another threshold rather than it just being 1. Like needing 3 orb to craft rather than 1, they need 2 or 3 spike to get to the next level.

Also I know it's not gonna happen but I have to ask, please make a spike difficulty for missions above advanced. I wanna do Vana and all prestige mission with it.

Final thoughts:
Yay new content and yay the SK preview is open again. I'm poking old friends for the past months about SK having QoL update and whatnot. This may be the push needed to bring back everyone although a lot are asking for story content (I personally don't care, just happy SK is still around). I think a new shop should be introduced with new content because I think reusing old content like crystals/orbs/sprite food for reward is kinda cheap attempt. Really curious what the mats will be used for. Arcade specific content maybe like krogmo coin for pvp content? Also having the shop in Arcade like Basil would be dope as hell vs having it in Haven. Hide a special one in SL and don't say anything in patch note would be top tier trolling.

Promoting the Arcade as a bomber, a student of Zeddy and lover of T3 arenas I am beyond excited.
I give it a good 7.5-8/10.
Thank you for still working on this game.

Edit: If I do play more I will edit it to reflect it. I didn't mention the glaring issue people already mentioned like out of bounds spike drops on SL RT after boss. This is mostly my opinion as a 15 years old veteran of Spiral Knights.

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