

The new levels share two traits that make the dreaded compounds so universally disliked: poor payout for the time spent and annoying enemies. Moving on to what I feel are real blunders, I've talked with a bunch of knights both on discord and in game and there's one comparison that everyone seems to be making: compounds. So far the level encourages a tanky shield to power through and trivialize all the hard-to-impossible-to-avoid attacks, and that's tactics and setup, not fun interaction with game mechanics. Since I'm talking about the boss, I'd like it to telegraph its attacks more clearly and distinctly, especially the giant hitbox that damages the whole room. Grey Havens pls, most bombs are in a bad need of buffs, not nerfs. I've heard the boss has an attack that destroys bombs before they go off. What about bombers? I haven't bombed there myself yet, but I've been told the damage reflection mechanic cripples bombers a lot or even makes some rooms tricky to pass with 5* equipment. Players die there and get upset because the difficulty is unexpectedly high.Įcho blocks are a clever mechanic, and it's great they make the players use their shields (that's how mafia works, swiftstrike buckler gang), but wait.

The razors are pretty much smaller, uglier golden shankles (seriously, these metal things don't fit SK lore and aesthetic, do they?), and the hazard rooms are impossible to navigate on the spot, they're pretty much puzzles where you need to figure out and memorize a safe route. I'm not quite happy about the new floor hazards and game mechanics. The new skybox looks nice but it's rather pixelly even on high settings, is that an engine limitation? I'm not exactly a fan of the slightly tacky floor tiles/patterns, but they fit the golden slime casino theme, so I guess the team is going for that.
SPIRAL KNIGHTS TREASURE VAULT CODE
Echo blocks don't quite make it obvious what they do (color code them with some red bits?) but I like their look a lot, too. The visual design of the new boss and the little mimics successfully hits the SK aesthetic and fits in. I've heard new danger rooms have been added, and one contains IMF rocket launchers? I'm in! I'm really happy the clockworks tunnels are being refreshed with new tiles, I like the ones I've seen so far. Maybe some camera angle or timing tweaks would help (make them ambush the player when enter the room proper?) but this is a brilliant touch overall. I wish they descended from above because now it's easy to miss, and I've only noticed it on the second run through due to a graphical glitch that made some effects on an ascending thwacker show through the floor. It sounds like such an obvious thing to do in hindsight, but well done, you've surprised me. I'm in love with the bit where enemies enter the floor via functional elevators. I really don't want to be one of the people blasting the long awaited content update, so I'll start with the good stuff. I believe old treasure vaults gave more than that, for the boss fight, opening the 6-7 purple boxes scattered around the room with half containing heat, makes the end of the run feeling it is mostly nice for a challenge, but not necessarily doing it for loot from the vault.Įdit: I did a couple more of the rooms, the loot seems to vary room by room, I got ALOT better things in another one, then more average, so there is some rng with how well you do on loot in each run. I think I got just under 1k cr from that room. I do agree that the amount of loot you get from the room is low. I think the difficulty is good overall, nice to have a challenging depth. Maybe I was simply being too aggressive :P Until I broke the tentacle I couldn't get back out. I'm not sure if this is a bug or not, but I got fairly aggressive in the boss room, pushed right up next to it, a tentacle came up and trapped me right up next to the body of it, had to spark a couple times since I was legit pinned up against the side of it falling asleep and getting hit by enemies.
