No, not the delicious meat, that at the sound of make cows cry. I'm here to talk about difficulty.
For some, SK seems like a easy game as long as you have the right gear. Which just narrows down the items that are more useful to a whole games. Example, the blitz is a staple in dealing large amounts of damage to slow and/or immobile enemies. This makes the type of mobs control the equipment the user picks. Not the (what i think) is the motive of the game is to create a style the player can use via the chioces of weapons. Which leads the game to be either super easy if you 'follow the trend' or megerly difficult if you 'go hipster'.
Furthermore, the games levels are quite repeative, the randomly generated levels are just random set peices glued together in a 'random' fashion. Players now can easily memoriez every, trap and spawn place of enemies if given enough dedication or time. Thus rendering the game easier.
Lastly, when the game is difficult, it's diffucult due to quantity not quality. The most annoying part of the difficult missions knights encounter is the near infinite amount of monster in a limited area. Rarely we see well crafted monsters that are difficult due to their erratic move sets or unpredictable attacks. Most fiends and higher tier kats.
Solutions? well for the first problem, SK would either need to rehaul the weapons, or create a mob that can be kill more effetively by each weapon. Secondly, we can make the peices of the clockworks smaller so there are more variation in the randomness without making the levels too long. Lastly, more diffucult mobs.
If you have a more innovative mind that mine, please do share your thoughts on how to make the game more difficult or more interesting. But for me the two are intertwined when talking about rouge-like or semi-rouge-like games like SK.
Wrong title.
Moreover, I would like the clarify my definition of unpredictable attacks in my second point.
Upredictable attacks as in well telegraphed moves but not as noticable as the spiny-swirl-swing compared to the normal swing of a gremilin twacker yet not undiffrentiated moves like the slime cube's spiny-swirl-hit from it's normal hit..... Wait, there seems to be a pattern here.
Anyway, I hope that clears any confusion that may occur. That or i just underestimated the intellect of SK's community.