I haven't played more than thirty minutes of V2, so feel free to ignore this, but one issue I've always had with platformers (and roguelikes) is the lack of a sense of habitat and world. It's like all these baddies are just waiting around for me to show up, and if I didn't, they'd go on their patrol routes, never eating, never sleeping, mating, creating homes, never dying on their own, never fighting each other, etc.
I'm not suggesting that V2 simulate an entire ecosystem, but maybe there are ways to fake it some. Like have a mama enemy spring out of a filthy habitat, apparently protecting kidlings inside. You crack it open and see a usual arrangement of scattered bones and fur (belonging to other creatures that you meet and kill off), and a bunch of scampering ferocious things nipping at your boots.
Examining the habitat, you see some telltale signs of black muck on the walls, and later on when you start seeing this black muck, you know there must be a similar habit nearby. Oh, this one is empty. You exit it and see the same creature, but now it is eating something it has caught. It doesn't see you yet, and you have a chance to attack.
Or maybe you stumble upon a gang rumble between two larger groups of baddies, some infighting between the main lieutenants of the game.
The original Knytt did this in a subtle way, and it was part of the game to just view little mini-stories of scattered life in its world, almost like reading a child's picture book. Here's a place where a group of little pixel creatures are sitting near a bridge. One of them is running back and forth, apparently playing. In this other area, there is some lava on the screen, so it must be hot, and here are some different creatures you don't see anywhere else, so they must like the heat. And so on.
It's one thing to have a cool looking enemy floating around and shooting at you when you get near. It's another thing entirely to see it 'living' in its world.
Again, feel free to ignore me because I really don't have a leg to stand on as I haven't played the game very much yet. This sort of thing might even be unreasonable to demand from V2. But it seems to me to suffer from the same sort of lifelessness as your average platformer or dungeon crawler: the baddies are just waiting around for you and their entire life purpose is to shoot at you and be shot at. It just produces an empty feeling.