Say, you just walked through a spike trap. But wait, it stunned you? Don't spikes normally damage you?
Well, how are you supposed to tell the difference between the spikes that hurt, and the spikes that stun? Simple. It's called 'good game design'. You see, a game should teach you to differentiate between different hazards visually. Not through running through it blindly and leaving it to chance.
We don't need no MEGA MAN, MEGA MAN! THOSE SPIKES DON'T DEAL DAMAGE, BUT THEY SLOW YOU DOWN! No we don't need that junk. By giving some sort of visual indicator that, 'Hey, these look odd! They must do something different!', it will be a minor change that can improve 'game feel'.
Give the Stun Spikes some sort of visual indicator that they inflict Stun, and not damage. Give them a golden colour, or have stars on the tiles.
It isn't a big change, it's as simple as dragging the colourize tool over the current spike texture. But it's the little things that just make a game feel more consistent and more polished. Tiny little things that could likely take no more than ten minutes could mean the world.
While we're at it, it wouldn't hurt use the Stun spikes a little more often, yeah?
stunning spikes are only in LD. that said, all spikes in LD stun. there is no need for this. all spikes in LD stun and deal damage. all spikes in clockworks deal only damage.