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Basically Crash is a little experiment based on the crash-loop structure. We will never do anything like this again, obviously.
This structure is very limiting in what you can do level design wise. Something we learned while making it.
We could only include meaningful story bits for each loop if we made them mandatory. It would not work if you skipped one of those, because it wouldn't make sense anymore to do it in the next loop. So the only solution to that was that the mandatory tasks give you lots of scrap and it's mathematically impossible to finish the loops without them. But I made sure that exploration is necessary and you can find things in tons of places and most of them are optional. So I bet you spent a big chunk of your time in the game exploring freely. I don't think it's as linear as you said.
Part of the experiment is also what it's like with no combat to speak of. We'll see. I think Supraland needs way more combat, but it's a nice change here.
I personally prefer the surprise effect to not know what I will discover. But with the huge amount of secrets it's nearly impossible to reward you with outstanding stuff all the time.
I have some other plans for this issue in the future.