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The idea of those coins there is to simply mark a point of arrival. Is something similar to how Mario Odissey does it, to basically simply tell "bravo" to the player.
We might decide to put something else in those places, or simply more coins.
I also feel like that kind of challenge is an "extreme" kind of one, so it's not really designed for people making their first steps into the game, but more for players who know the full movement toolbox they have available (You might still be that expert and I wouldn't know hahaha).
Overall, I agree a better reward would be more fun :)
I think that every time you get a checkpoint the game should save the state of the level: which coins have you picked and which objects you have destroyed, when you die, you just go back to the last checkpoint's state.
That way the game would be more like a collectathon, you can make achievements when you get 100% coins in one level, and you could easy balance game economy as there are a limited amount in the game and you can know the theoricaly maximum amount of coins one players has according to the levels he has played. It would also give coins more value as they would be a limited resource and would encourage the exploration of the levels.
And then what happens when you die? Death should not make you loose 30 coins but instead revert the coin count to the last checkpoint's one. And if you think that would make death a useless mechanic, the game could give you a gear the first time you beat each level without dying, that way you encourage players to not die.
If you think that makes the game too easy, it could have a more dificult mode where there are no checkpoints in the levels, so each time you die you have to restart it.
Wouldn't not having coins in compleated levels hurt the replayability of the levels? Well when you have a level 100% completed you could spawn "ghost coins" which do not count towards the coin total but it could count in a result screen, something similar to what crash bandicoot 4 does, where you could have the time to beat the level, the objects destroyed and the coins collected.
I really think the demo has on point gameplay and level desing, but this changes would make the game more enjoyable and rewarding :)
My first idea was that the coins are one-time-pickups.
So you have a fixed total amount of coins by the end of the game, which would basically be "100%'ing the game".
I was quite surprised seeing how you lose coins when you die and the respawn as grey shades. But the next time you enter the level, the coins are back again.
I feel like it'd be a bigger accomplishment if you could collect every coin only once and you don't lose any when dying. That way you could 100% a level in more than just the two ways that already exist, bunnies and gears. It'd also upvalue the coins as being enough as a reward, not needing anything else to be there at the end of an optional jumping section.
With "coins" I mean any coin item, including bags and treasure chests.