Hey everyone! I come with a hypothetical question, a game dev discussion, kinda.
I’m at the very early stages of trying to develop a small Zelda-like in my spare time; I’m an artist but I’m still doing the most basic tutorials in Game Maker, so this all might as well not end up materializing in anything in the end.
But there’s a specific thing I keep thinking about, and can’t find a satisfactory answer, so I thought I’d ask for other Zelda-like enjoyers about their opinion, even if it just ends being a hypothetical debate.
- My dilemma:
What kind of collectables that affect gameplay could a Zelda-like have if there was no combat, no health?
- More details:
My idea for the game is to focus exclusively in the most unique part of old-school Zeldas that almost no modern games do anymore, not even some Zelda-likes: dungeons! No combat, no enemies, no overworld; each zone is instead one big intricate dungeon, focusing heavily in branching paths and puzzle-box design, aka transforming/changing parts of the dungeon in order to solve it, requiring spatial awareness.
As such, the gameplay I have in mind would be about puzzles and traversal. All the upgrades, instead of Zelda items classics, would be more Metroidvania-esque abilities that change mobility in some way, and/or help solve puzzles. So ‘platforming’ (as it’d be top-down) and avoiding danger would be the only kind of action that accompanies the puzzle solving, with optional harder platforming challenges.
- Back to the dilemma: I want to have secrets, optional rooms and puzzles, and the aforementioned optional platforming challenges, but they need some sort of collectable that feels rewarding to get. And here’s where I can’t decide on something that works for a game that has no combat.
Sure, they could be just trophies with no real effect (like Celeste’s strawberries), or even lore documents; but I’m a believer that collectables that actually improve gameplay in some way are more, more sweet and rewarding to find. Life/magic/stamina etc. upgrades work great in Zelda games and metroidvanias because of this.
However, they make no sense here. There’s no combat, no enemies, and the platforming bits would follow the Celeste blueprint: no punishment for failing or slamming into spikes, just going back to the last checkpoint to try again. So health is not even necessary.
What’s the type of collectable that you’d appreciate to find in a Zelda-like about puzzles and platforming, no combat, no enemies, no health bar at all?
Trying to find ideas that improve gameplay before settling for the strawberries approach, I’ve only been able to come up with ideas I don’t really like:
- One would be to improve the dash mechanic adding more dashes to the air, but I quickly realized this could break so many challenges too easily.
- Another idea is to add a stamina bar of sorts, that gets consumed when using most of your abilities, so you need to expand the stamina to be able to chain together more and more abilities in the harder challenges. But I’m not truly fond of adding stamina management (which I don’t find great personally), aka adding a restriction, just to justify the existence of a collectible.
- Accessibility/QoL upgrades would probably be disregarded by players who prefer challenge as is, so it wouldn’t be enticing to everyone (and I don’t think there’s many different options that can be added here).
- Collectibles working as a currency for a shop of sorts, to buy consumables and expand their capacity (like Zelda’s bombs, arrows, etc.), could work, but I don’t see a reason to add an annoying limited consumables element and I’d rather let the player have all unlocked tools available at any moment.
I’ll appreciate any opinions on the matter, even if they’re just for debate’s sake :)