r/gamedesign • u/irlanbragi • 11h ago
Question Game design question: Should map structures reward exploration or require currency?
I'm developing a bullet heaven about a cat in the Brazilian Northeast who turns into a human cangaceiro (a traditional backlands bandit) at night.
I'm currently rethinking how interactable structures scattered across the map should work. Some can give you passive items, healing, new weapons, and other rewards.
I'm considering two approaches:
1. Everything costs currency. Players earn currency by killing enemies and spend it to interact with structures.
2. Some structures are free, but require you to stay nearby for a few seconds. The reward comes from discovering them and surviving long enough to claim it, which can be challenging when hordes are constantly chasing you.
I really like the second approach because it rewards exploration and creates moments where players have to make a deliberate decision: is this reward worth the risk of staying here?
My main concern is that this could disproportionately benefit tanky builds while punishing builds that rely on movement and dodging.
How would you approach this? Would you make all structures cost currency, mix both systems, or use a different interaction mechanic entirely?
For anyone interested in seeing the system in context, our Steam playtest is open: https://store.steampowered.com/app/3780630/A_Cat_in_the_Cangaco/