Alright, I'm going to admit right off the bat that I don't know what to call this idea, but I will do my best to describe it in full detail.
In the advanced training hall, there should be an elevator. When clicked, this elevator will open up a menu that will allow you to customize any type of level. On this menu would of course be: the enemy type, the status effect type, the area type, the depth, and a menu where you can choose what vitapod and what vials/pills you will start with. Naturally, Clockwork Terminals and Towns are not an option. The elevator ride is free, and you'll see why in a second.
Once inside the gate, you will proceed with a normal run of the depth, with one critical excpetion, the enemies that you defeat will not drop anything but the occasional vial, vitapod, or heart. Boxes and bushes/other enviromental destructables follow this rule too. During the entire run of the depth you have created, you will not earn one sellable item, crown, heat, or anything else of value outside the clockworks. Following this logic, revives are unlimited and free, and gates cost no energy to open (although there is little point due to no rewards being given.) Upon reaching the end of the level, the elevator will only give you the option to return to the Training Hall, the prize wheel will not appear.
Are you wondering how this would be useful? There is one reason; we would be able to test out different loadouts under different circumstances without the risk of losing energy, and without gaining anything but knowledge of how well out loadouts work. This is a true training experience.
Opinions/Sugestions?
+1