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Old 07-24-2017, 05:30 PM   #1   Add To Ignore List  
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Default How well would 100% macguffin items work in this game?

Quoting myself from other thread:

You know, it could be interesting if there was some kind of collectible (equivalent to green stars in Super Mario 3D World or whatever the 100% collectible is in recent main Kirby games) that gets you a different ending if you collect enough of them.

But rather than these things being located in secret locations, they could be placed or spawned under following conditions:

1. Located in an optional branch off from the main path. For an example, in Oasis in the First Encounter, an example would be small dead-end path after the room with a grenade launcher or perhaps at the end of some dead end paths in Tomb of Ramses III.

2. Triggered by collecting obvious trap pills and armor shards (and then completing the small battle after that). Examples would include that pill in Dunes that spawns a kamikaze wave or perhaps that pill/armor shard combo before marsh hopper room in Oasis.

3. Spawned after completing some sort of challenge related to main battles. The completion item would spawn after the challenge is complete. Examples would include "stand your ground" type challenges. Such challenges would include staying at the center part of the arena during the large battle or during corridor battle, not retreating from your current position. Other challenges would include triggering multiple waves within the short time period.

Those challenges would prove more difficult to implement in co-op. Perhaps only one person would have to adhere the conditions of the challenge then. Also, how to make challenge obvious without explicitly telling the player what to do?
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