Game Designers' Note

Collectibles

Design level around secrets, not secrets into levels

Don't let finding rewards be a task

Korok mask, helps you know where has a collectible, which is great. But showing the total collectibles of 1000 Koroks doesn't motivate players at all.

Consistency of cues

Unwritten rules

DKC2: bananas are always helpful; if bananas are above a pit, jumping in won't kill you; DKC1 didn't follow this rule

Anti-intuitive

Anti-intuitive example: most DK coins hidden in the level but one is hidden in a bonus room where players are not expecting secrets

The Secrets of Donkey Kong Country 2.pdf

Achievements and collectibles are not inherently fun, but the process of discovering them can be.
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