Beyond new content, arena, mini boss or even a new full boss, it seems to me that the time we spent walking endless corridor is quite detrimental to the enjoyment factor of the Arcade. Boss and designed mission (danger prestige) have way less walking time, or time in which nothing is happening.
Thus I open a thread for arcade speedup suggestion.
A few:
- make the loot box and the minerals spawn closer to the rest on the level, or when it is not the end of an exploration, directly in the middle of a coridor.
- provide automatic zone dedicated increase walking speed in corridors
- more on a redesign aspect: make corridors place where monster spawn too (like in danger missions)
I support your idea, actually i support any idea that makes Arcade a better place to be! Totally agree, some speed booster on long corridors or a few enemies occasionally are a good addition, has well has fusing prize boxes room whit minerals rooms (To a degree its worth it taking a look around if they merged during level generation)
After many years, i´ve considered that the Arcade has to be place for testing new mechanics for user experience, here comes a little brief of more suggestions for Arcade.
Monster/Theme/Mineral Tokens : The idea of using the space Sullivan left in arcade, for a new token shop separated by theme.
We can gather tokens that loot randomly from defeating monsters of certain theme or family. And we can transform the current minerals we hold in level, on a Mineral crusher next to the elevator at the end of each level. (Wich gives you tokens based on the type and size of said mineral) This Space is also to add new Armors,Helms (Like the Purrfect Kat Hat,Shields, Weapons (Like new weapons or dormant ones like the Gram Troika or the electric disk gun), Trinkets, accessories (Like the monster and theme badges and better versions), etc. This space works tied exclusively to the Arcade (The tokens and mineral crushers doe not appears in regular missions)
Hunting Missions (Requires heavy testing on challenge and price proportions) : This idea has many segments in particular, are in likeness to the daily missions, and permanent missions. The daily missions could consist in defeating specific amounts of monsters, or gather specific amounts of material related, for a exchange of price that can be a combo of tokens, extra crowns, or exclusive prices. These lesser missions change every day and cannot be repeated the same day. Weekly Missions are missions more heavy or grindy for better prices (has i said, it has to be tested for a fair challenge), like defeating 20 trojans, defeating a boss on the arcade version (That would grant also extra boss tokens has price), apply certain debuff certain times, like poison 50 Slimes, Break 100 price boxes in total. Explore 25 Fire themed levels, etc. Main Challenges : These missions are static, once you complete them, they cannot re appear, its like a to do list in likeness to the regular missions, but you have to search for in the arcade to complete them, can be like the others, but these are always available until you complete them.
Wide new variety of present monsters : Well, it would be kinda hard to add new monsters to the game, but at least is not programming resistances on new from old ones. We know that more Sleep or Cursed themed enemies would be an irksome encounter in some combinations (Like sleep Overtimes or Cursed Pups), but without necessarily entering in that landscape, some monster do needs versions, mainly because that will tied whit the other ideas. Some examples are a Fire themed pit boss (Like Sullivan for example), Maybe a Poison Thwackers. Freeze Silkwings. Those are examples, most of them would not be able to inflict the debuff they´re themed, but would be inmune to it. Just has these can be rare spawns if wanted to during testing. (Another thing i think about, is "True Stun" monsters... Wich are actually inmune to stun, the biggest different whit the regular version of monsters.
Curse and Sleep new Levels in Mistery Elevator? : Since toying around whit the idea seems hard to balance, in such case of how more new sleep and brand new curse levels would work... It would be better if they´re bad outcomes from mistery elevators. Of course this is has to be heavily tested in the preview servers beforehand.
Level Immersion : Actually, some levels, even the clockwork version, should have more details hinting at the main monster of the level. For example, adding slime blows that match level theme on corners, maybe changing the lights from the machines to pink in that case. Adding trees in wild paths and more grass maybe? Desk and chairs for devilities in infernal passages, dirt patches whit tombs on haunted corridors? The generation of level and procedural creation of maps is already powerfully enough to add details like these without problem.
Any more addition, suggestion and critic is well received, Together we can make Arcade a Better place