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Mechanics Poll #3

  • Tree-Style Acheivements 98
  • Grid/Picture-Style Acheivments 18
  • 2023-11-27
  • 116 votes
{'title': 'Mechanics Poll #3', 'choices': [{'text': 'Tree-Style Acheivements', 'votes': 98}, {'text': 'Grid/Picture-Style Acheivments', 'votes': 18}], 'closes_at': None, 'created_at': datetime.datetime(2023, 11, 27, 6, 17, 6, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': False, 'total_votes': 116}

Content

We're back with our 3rd Inventory-based poll this week! And it's time to get into some inventory layouts for achievements!

Which Inventory layout for achievements would you like to see in Subliminal?

1.) Tree-Style Acheivements: A Branching Acheivement board structured around alternate paths and endings. This style will inherently give the player a better grasp of where secrets and achievements they have not unlocked yet are located in the game based on the empty (or greyed out) spaces left in the tree.

2.) Grid/Picture-Style Acheivments: A Grid-based Acheivment board. This style will give away the least information to the player and gives the possibility of a fill-in-the-picture-based achievement board, where the player gradually completes a picture by getting achievements, giving a possible hint to lore or upcoming 2nd Chapter content...

Comments

Anonymous

I like both ideas. But I worry that a Grid/Picture-style inventory system could potentially make achievement Hunting a bit of a grind, which, I don't mind as long as it doesn't diminish the immersion or overall atmosphere/experience. Of course, retrospectively, it could also encourage replayability through it's vague nature.

Anonymous

I feel like for this game tree would be the move. Grid style would only work IMO if there were save points/checkpoints and no permadeath.