Ok, let's start with the original story, such as it is:
Quote:
Hannah the Usul always wanted a life of danger. Unfortunately, working in a tavern on Krawk Island was both boring and badly-paid. One day she was reading an old book that spoke of ancient caves, built by pirates many years ago - a place where they could hide their loot, but unfortunately guarded by traps and monsters. Hannah couldn't wait - this was exactly the thing she'd been looking for.
And now let me throw out some ideas:
(1) Instead of beginning inside the first cave, the campaign begins on the surface where Hannah searches for the entrance to the first cave. This would require the implementation of a new background (an above-ground background) but would be a good way to provide context for the campaign, and it could serve as the first level to introduce the mechanics. And as a bonus, the new above-ground background would be available for use in user levels.
(2) Rather than ending each level as soon as Hannah reaches the door and cutting to a different screen to collect the treasure into your score, the game stays on the level screen when you enter the door and the treasure gets collected into your score as the door closes behind Hannah. It's a fairly minor detail, but just seeing the door closing behind Hannah provides a whole new story element to the game - there's no way back. The only way for Hannah to escape the caves is for her to find her way all the way through to the other side (if there is one). At the start of the second level (immediately after the level where Hannah enters the caves from the surface), Hannah can comment on this.
(3) Rather than randomly sprinkling different terrain types into campaign levels, the terrain evolves as you progress through the campaign to give a sense that you're going deeper into the cave system. For an example of a game that did this, see Armor Mayhem (and it's an excellent game, so you should play it in any case.
). The terrain will start out with Terrain 1 since it looks like a seabed, and then it will progress through different terrain types as the game goes on. I'm thinking that terrain 2 should be the last in the progression since it's clearly composed of compacted bones, making it suitably ominous for the deepest depths of the cave system.
(4) Once you reach the deepest point in the cave system you find something (treasure hoard, boss, trap, etc.) which triggers the cave system to start flooding. That particular level will act as a sort of climax of the campaign and introduce the mechanic of flowing water. Every level after that point will feature flowing water as Hannah rushes to escape from the rapidly flooding cave system. The terrain colors will reverse their progression from earlier to represent your progress back towards the surface.