Layout
- Remove the "platforming" segments that have you roll through crevices mindlessly and add the crevices back to the actual layouts - for example, in a straight hallway with enemies you could put a crevice in the ceiling to roll through but also make it aggro kamikazes
- Reduce hallway length
- Add more poison pools and maybe even poison waterfalls you can roll through to combat and platforming segments to emphasize the theme
- If you do implement poison waterfalls, add a segment that forces you to roll through one as a teaching element (it wouldnt hurt you)
- Make sure Impalers either cannot attack you during platforming segments from offscreen OR will attack you, but are placed in the player's view so that it feels intentional and turns into a fun challenge
Enemies
- Tentacle: Give it clearer visual cues on both of its attacks, give it an audio cue for the charge attack, give the charge attack an actual windup and make their sprite different somehow while they're charging. Also make it appear from ceilings as well as floors for extra scare
- Impalers: Make the height of the spikes more clear from the visual cue and make accessibility outlines outline the telegraph. Also make them hang from ceilings for silly and surprise factor
- Reduce Failed Experiment density and increase the amount of Tentacles and Shieldbearers slightly - the biome mostly feels like Failed Experiment spam while minor inconveniences support them, which isn't a cool or fun identity
- Add another enemy type, a lot of options could work but I think Swarm Zombies or Lacerators would fit the best and make it more distinct from Toxic Sewers
Poison (can also apply to Toxic Sewers)
- Buff the damage greatly and make it scale with depth and BC level
- Inflicts more stacks the longer you stand in it
- Ancient Sewers poison could inflict more stacks and slow the player briefly
- Also harms some enemies
Rewards
- Reduce Scroll Fragment count to 4
- Add an exit to the Nest (Mama Tick)