Kyon
Member
So I'm really into "secret rooms" or optional-hard-platforming in games.
And I got this in my game, but I'm thinking of how to reward the player.
I wonder how you guys feel about linear games with collectibles.
Linear meaning you cannot go back to certain areas after you've left them. So if you missed a collectible it's gone.
Ideas?
I'm also thinking instead of collectibles to just do funny jokes or narrative design/story lore on those spots. But also not sure if people think that's rewarding enough.
I even had some thoughts to implement a whole "progression" system, like, gathering materials to improve your stats or something, and have these materials on those optional spots. But not sure if I feel like doing that. Also, this would mean that if you missed some of those spots you'll be weaker than player who did find those spots in the end of the game.
And I got this in my game, but I'm thinking of how to reward the player.
I wonder how you guys feel about linear games with collectibles.
Linear meaning you cannot go back to certain areas after you've left them. So if you missed a collectible it's gone.
Ideas?
I'm also thinking instead of collectibles to just do funny jokes or narrative design/story lore on those spots. But also not sure if people think that's rewarding enough.
I even had some thoughts to implement a whole "progression" system, like, gathering materials to improve your stats or something, and have these materials on those optional spots. But not sure if I feel like doing that. Also, this would mean that if you missed some of those spots you'll be weaker than player who did find those spots in the end of the game.