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Unlocks & Scoring

Reflex Shift
A browser game made in HTML5

The scoring system was implemented already, but where were the rewards for all the hard work?

This mentality led to the creation of the ability unlock system. 

The Plan:

The team's vision was a bunch of fun abilities that would be unlocked by purchase. The price would be the score you earn during each playthrough of the game.  And the price would be determined by how powerful the ability made the player.

Implementation:

  • Unity's Player Prefs is a system that allows you to save integers between playthroughs of a game.
  • Create a Player Pref score integer.
  • Add to the Player Pref score integer after each run was completed. 
  • This would then become the currency you could unlock abilities with.
  • Lock all of the abilities and if the player has enough score, minus the amount required to unlock the ability from the player's total score.
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