As i was going through the clock works, i saw that there were some objects like the bushes in the wolver den or some buckets filled with tools that were left for players to destroy. once those objects are destroyed, a small amount of money would fall out for players to pick up. so i was thinking a way to not make destroying these things tedious would be to make them dangerous.
- I propose that for the bushes like wolvers den, to have some bushes be identified as dangerous by having some small fruits that are on the bushes. once those bushes are attacked, they will drop small tiny bombs like what the gremlins use. the bombs will resemble the spine cone line and will explode using the same time frame the spine cone bomb uses. the fruit on these bushes will tell players not to hit it cause it my hurt them.
- for places like the electric areas in the dungeons, it could have those buckets and they will contain some kind of electric liquid. the buckets will be marked yellow with a hazardous sign. as long as players remember that these objects are dangerous, they will not hit them without being cautious.
- Some ideas i had for monsters would be the gremlins that have the flamethrowers, i would like if their flamethrowers could be enhanced so that when they spew flames, their flames continue at a longer distance.
-I would like to make a new monster, i haven't got a name for it yet. the monster would be a gremlin that has captured one of the chief-en wolves and has tied it to a charriot. This monster will attack like a wolver using the 3 consecutive bites, but the gremlin that is riding the chariot will have a gun that shoots like the gun puppies. so while the wolver is trying to bite you, the gremlin will be shooting all sorts of bullets at u. the bullets could be normal, electric, fire, or ice. the wolver cannot use teleportation, but it can move at the same pace as the quicksilver mail.
- i know everyone doesn't like to mine minerals and the game already has a way to mine it, so why not make mining it a task to mine the minerals. have a device that is holding the minerals like a cage and is using the minerals to fuel some kind of machine like a rocket puppy. The rocket puppy will be shooting at us and it will have an infinite revive. the puppy doesn't drop anything when destroyed and will keep shooting until we can destroy the cage and get the mineral. if the dev.s want, they could add a story line to it saying the gremlins were experimenting on the minerals to find a way to fuel their devices. also, each mineral color will have a rocket puppy or a turret that will shoot a different kind of damage base on the color of the mineral. so if the mineral is purple, the rocket puppy will have shadow damage. if it is yellow, it will have elemental damage and so on.
- I notice when we need to recover a key in some dungeons, there isn't really a task to get it. you can just walk up to where it is placed and pick it up, some rarely spring traps, but others are just sitting there waiting for someone to pick it up. so why not have a monster that is a boss hold the key and in order to get the key, you will have to kill that monster. if that is too complicated, then have something like keey guardians that are like the ghost in the graveyard and we will have to defeat them and get the key to the gate in order for them to stop chasing us. they will endlessly chase who ever has the key and when the key is dropped, they will go back to a dormant state like when the ghost are resting after defeated. this way the task of getting the key will be more of a challenge.
1/2 - Good enough , but nobody will smash them anyway because its 20% one crown and 80% nothing
3- Don't we already have gremlin scorchers?
4- It would be the key miniboss for the wolver and gremlin levels , but the question is: what family is it?
5- Honestly , i didn't understand what you mean
6- Im too lazy to think of others :P