Elder Trials

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Checked against the project files: Not yet in the project. Design-only.

High-Level Overview: High-focus mechanical gauntlets embedded within individual stages, overseen by Sergeant Sky. Unlike the exploration-focused world spaces, these trials are self-contained challenge rooms built to test the player's skill.

Trial Classifications

Elder Trials serve two structural functions in the core campaign loop: validating player capability before permitting entry to later zones, and acting as high-tier skill checks for completionists.

Trial TypeProgression GatingCore RewardsPrimary Objective
Mandatory TrialsCritical path blocks; must be cleared to advance through the primary level.Progressive capability upgrades (e.g., Carrying Heavy Objects or upgrading abilities)Validating mastery of newly introduced mechanics to ensure level progression compatibility.
Optional TrialsCompletely non-mandatory; accessible only after meeting local exploration thresholds.Medals (Max 3 based on specific execution criteria).High-difficulty bonus platforming paths to reward mastery.

Character-Specific Locks and Keys

To push the pair to explore the main level together before a trial can be entered, certain gates can be locked, requiring the players to search for a character-specific key.

Implementation Breakdown

1. UI Tooltip Overlay

Proximity Trigger: When a player approaches an Elder Trial gate's interaction radius, a small UI overlay appears showing whether it is locked or unlocked. Once the gate has been opened, the popup instead shows whether the trial has been completed and how many of its medals have been earned.

2. Entering a Trial

Proximity Trigger: Both players need to stand in a small area in front of the elder trial in order to enter. Once both characters are inside this circle, a small circular time bar fills, and after a few seconds the screen fades to black and loads into the Elder Trial. Once the trial is complete, a UI popup shows the rewards and prompts an exit on a button press.