Own
Moderator
Personally, I want to see souped up versions of old enemies mixed alongside new ones. Things like:
Dark Knight - Black Season Temple Knight, possessing all their powers. Are you close to it? Summer slam, rocks fall from the ceiling ala Spinsect Boulder. A cardinal direction away from it? Winter dash, leaving behind ghostly black flames that drain HP and EP alike if touched. Anywhere else? Autumn spin, likewise leaving behind black flames.
Dark Wizard - Black Season Temple Wizard, possessing variations of their powers. Can summon a single purple tornado that leaves behind black flames where it travels across. Or create a large wreath of black flames around a target that last for # seconds. Or create a purple aura around a random enemy, making them stronger and faster?
Drake - A small dragon, Pecko-variation enemy. Notable changes being 1. Lunging it's head to snap it's teeth around a character, rather than pecking them three times. Characters chomped get stuck and chewed on, losing continual HP until they buttonmash free. 2. A tail that swipes side to side behind it, knocking away attackers. 3. If you flee from it and it takes flight, it spews flames down at you while flying after you.
Mitoslime - A Slime/Boar-variation enemy. In it's initial form it's the size of a boar, short-hopping around like a quick Gigaslime, slamming it's weight towards nearby characters like a boar's basic attack. Stay too far from it and it'll begin to spin in place like a wheel, then rocket towards you like a boar, leaving behind a trail of black, EP-draining sludge. Damage it enough and it'll split into two normal-sized black slimes that leave behind similar sludge when they hop.
Phantom - A Ghosty-variation enemy. Vanishes and reappears, but doesn't charge left and right. Tries to reappear behind characters, spewing a cone-shaped static-y beam of light at them for a few seconds before vanishing again. On top of taking damage, characters hit turn invisible for # seconds.
Blood Diamond - A Guardian-variation enemy, a white crystal with a core of red. Chooses a random enemy to tether to. Tethered enemies 1. Gain a deadly beam between them and the diamond. 2. A barrier that significantly reduces oncoming damage. 3. A vortex around them that slows anyone nearby trying to move away from the enemy.
War Bot - A Yeti/Brawler Bot-variation enemy. Yeti sized, floats and rockets around like a Brawler Bot. Smashes the ground, or attempts to grab nearby characters, spinning them rapidly around it and flinging them in a random direction similar to an Autumn Knight cyclone. Fires rocket fists at distant characters similar to sword toss. Explodes on death after 1-2 seconds, dealing damage to surrounding characters.
And in terms of mechanics... it would be nice to see it have multiple floor levels, with many different paths to take, some that may lead to dead ends, or trap rooms you can't escape from without clearing. Similar to arcade mode. Maybe even an arcade-style map in the corner. Some paths lead to treasure behind incredibly difficult puzzles, or lore, or other oddities. Anything to escape the over-linearity the other dungeons have.
A boss battle where Marino and Luke can actually fight alongside the main character as support would be pretty lovely too. Would go a long way in actually cementing them as helpful friends.
Dark Knight - Black Season Temple Knight, possessing all their powers. Are you close to it? Summer slam, rocks fall from the ceiling ala Spinsect Boulder. A cardinal direction away from it? Winter dash, leaving behind ghostly black flames that drain HP and EP alike if touched. Anywhere else? Autumn spin, likewise leaving behind black flames.
Dark Wizard - Black Season Temple Wizard, possessing variations of their powers. Can summon a single purple tornado that leaves behind black flames where it travels across. Or create a large wreath of black flames around a target that last for # seconds. Or create a purple aura around a random enemy, making them stronger and faster?
Drake - A small dragon, Pecko-variation enemy. Notable changes being 1. Lunging it's head to snap it's teeth around a character, rather than pecking them three times. Characters chomped get stuck and chewed on, losing continual HP until they buttonmash free. 2. A tail that swipes side to side behind it, knocking away attackers. 3. If you flee from it and it takes flight, it spews flames down at you while flying after you.
Mitoslime - A Slime/Boar-variation enemy. In it's initial form it's the size of a boar, short-hopping around like a quick Gigaslime, slamming it's weight towards nearby characters like a boar's basic attack. Stay too far from it and it'll begin to spin in place like a wheel, then rocket towards you like a boar, leaving behind a trail of black, EP-draining sludge. Damage it enough and it'll split into two normal-sized black slimes that leave behind similar sludge when they hop.
Phantom - A Ghosty-variation enemy. Vanishes and reappears, but doesn't charge left and right. Tries to reappear behind characters, spewing a cone-shaped static-y beam of light at them for a few seconds before vanishing again. On top of taking damage, characters hit turn invisible for # seconds.
Blood Diamond - A Guardian-variation enemy, a white crystal with a core of red. Chooses a random enemy to tether to. Tethered enemies 1. Gain a deadly beam between them and the diamond. 2. A barrier that significantly reduces oncoming damage. 3. A vortex around them that slows anyone nearby trying to move away from the enemy.
War Bot - A Yeti/Brawler Bot-variation enemy. Yeti sized, floats and rockets around like a Brawler Bot. Smashes the ground, or attempts to grab nearby characters, spinning them rapidly around it and flinging them in a random direction similar to an Autumn Knight cyclone. Fires rocket fists at distant characters similar to sword toss. Explodes on death after 1-2 seconds, dealing damage to surrounding characters.
And in terms of mechanics... it would be nice to see it have multiple floor levels, with many different paths to take, some that may lead to dead ends, or trap rooms you can't escape from without clearing. Similar to arcade mode. Maybe even an arcade-style map in the corner. Some paths lead to treasure behind incredibly difficult puzzles, or lore, or other oddities. Anything to escape the over-linearity the other dungeons have.
A boss battle where Marino and Luke can actually fight alongside the main character as support would be pretty lovely too. Would go a long way in actually cementing them as helpful friends.