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A game design related problem

So yeah, related to https://www.smwcentral.net/?p=viewthread&t=92657 I showcased in last Winter C3.

Here I've encountered a design problem that is met with different feedback from people. Since this is not yet actually implemented and tested, I'll see how you may feel about it.

First thing, a 'course' is much bigger than a usual level and is about the size of the Sunken Ship in Super Metroid or larger.

In the plan, there are like 3 jump-related abilities called floating, multiple jump, and speed booster.

The thing is, acquiring them in one course doesn't mean you have the ability for other courses. That may create problems for players to adapt to non-unlocked and unlocked levels, but also has its benefits.

The premise of unlocking jump abilities for each course and not permanently is that, jump abilities are dependent on the VIT(stamina) value.
With a higher VIT, you can float longer, jump more times in the air etc., and the VIT value goes progressively high as the player collects VIT seeds(permanent upgrade). However, if we only unlock jump abilities for each course, even with a high VIT value one cannot just do multiple jumps or super long floats yet, making puzzles harder to 'break' and thus easier design of them.

What do you think on this matter?