Though I haven't tried this yet (Looking forward to it when I have the time), I wanted to leave my own 2 cents about the achievements thing.
I think it could be a pretty good & worthwhile idea, but only if there's rewards that you can unlock in-game. It could be anything from a different aesthetic for the suits/guns (So it doesn't cause balancing issues by making stuff overpowered, stat boosts could cause dominant strategy), to extras like an art gallery or even commentaries. It means it could be worth the player's time, instead of just being for bragging rights. There would even be the chance of more people being interested in going for the extra challenges.
Any other ideas I'd have right now would only tie to what I'm suggesting, so it's an uncertain basis to go by. Think I'll just leave it this, and if the idea interests you, I could go into further possibilities if it's going to be of any use to you.
Being a huge fan of Soma, that's some good inspiration to have :3 The only thing I'd be truly concerned for though, if you chose this route, is how longevity the game will have. Once everything's out there on the net, it kinda feels like it's time has passed. I kinda feel that way about most games that have hidden files; It's a collaberative effort that once solved, has had it's day as far as the general public is concerned. As much as I love Soma (Seriously), that game is no exception to this stigma. Speaking as candidly but sincerely as I can on this, I feel this game deserves a much better fate than that. While I have no illusion about the effort & time it takes, I strongly believe that it would benefit greatly from that little bit of extra TLC, to make it as much of a literal 'Single player' experience as possible in this day & age.
Also, I'm not saying you haven't already put TLC into this... Just making that one very clear.
I'd like to offer a few other examples of in-game rewards, since there's a lot of possibilities with this. Lets pretend for just a second that these ideas wouldn't be a whole other workload that would most likely need to be done as an update/expansion, once the main game is finished;
- Metal Gear Solid: There's always been a bit of interactivity with the unlockables in that, ie; Cutscenes are available in the Movie Theatre, in which you can run around as the main character to choose & play whichever cutscene yourself. They also play around with that in MGS: Special Missions (Photo mode), so there's plenty of room with at least the concept.
- Tomb Raider Anniversary: Find secrets & relics, and finish the levels to unlock character bios, art galleries, commentaries, cutscenes, music & miscellaneous extras like this really cool showcase of all the evironments & their assets (Style Units). Once you've finished the levels, beat them in Time Trial to unlock cheats (Complete an entire chapter, unlock 2 at a time). If anything, stuff like that can be good for hammering in just how much work something of this scale needs.
- Mass Effect 1: After getting achievements for completion as one of the classes you can choose at the start (Soldier, Vanguard, Adept, Sentinel, Engineer, Infiltrator), you can play again as a different class, but with all the skills from the previous class now available (Beat the game as a soldier & choose to be an Infiltrator on the second run, all of Soldier's skills & weapons can be used). I know this isn't an RPG, but the principle of this is interesting to think about, and I've never seen another game do anything like this.
- Metroid Prime: Best not forget these! Stuff like artwork gets unlocked simply by scanning stuff & collecting info (25% complete, 1st gallery open, etc). Simple, but entirely worth remembering in this case.
If I think of any other examples, I'll err... I dunno, there's options available.
This is a lot of info for something that's probably not intended to be thought of as much as I am, and I'm well aware that some would be more tricky than others to think of a suitable use for. The point of this is to give you the info for nothing more than brainstorming. Who knows, you might get an idea or two from one of these & put your own little twist on them. It helps things gain identity & stand out just that little bit more. But at the end of the day, it's all up to you & I'm just someone typing walls of text about this stuff ^^;
So I think I get what you are saying but I don't think there's much I can do to combat this.
Basically everything will be available on the internet, whether it be straight up passwords for the zips, playthrough videos, images, anything.
It all depends on how popular the game will be.
I also didn't really mean that every reward will be a zip thing only, I'll be trying to add other things as well, maybe something similar to some of the things you listed. (will put these things on the list so I can go back and look again)
I'm pretty sure I will be having some achievement zips though as I have some stuff I think would fit pretty perfectly for that kind of thing.
I appreciate the feedback though and will put this on the list as mentioned earlier, I'm just not terribly concerned about achievement content right now as adding stuff like this would fit much better when the entire game is basically complete.
The reason a few achievements already exists is to have a system in place to easily add them later.
Anyway, thanks for the suggestions and I'll keep this in mind for later. :)
So, the issue here is, that room should not be accessible in the demo so I did not include that room file therefore causing the game to try and load a non existing room resulting in that black screen loop.
I'm guessing you managed to hit the block through the wall thanks to me not having fixed that issue yet.
I'm going to have to rework projectiles a bit at some point in order to remove this issue where they can go like 1 tile inside walls or so and therefore hit stuff behind walls.
Bottom line, that room is not accessible in the demo.
Thanks for telling me though because now I know this issue exists there as well. :)
(feel free to remove the screenshot to reduce spoilers, if possible)
Oh yeah, that makes total sense because when I went back to see if it would happen again, I realized that I could only trigger the blocks if my gun was sticking into the wall! LOL Well, good to know it's not actually a bug! Now I just need to figure out how to kill that boss... :))
I love the work you did, I've been there since almost day one following all the changes and played the first demos, I didn't try the last ones though, was afraid it'd take a bit away the big excitements when i'll play the final game. so my comment isn't really saying something relevant haha sorry ! But... I seen people here arguing about achievements, I can live with them in the game but i'd personally prefer without. these kind of games are made for getting lost and being in sort of immersion that when you play, you almost can forget you're irl. achievements can be worthy for many reasons, but please try not pushing too much with them, to not kill the immersion feeling.
You don't have to try the new demo if you don't want to, the main reason I update the demo is to have new players get a better experience. (and so I don't get bug reports or comments about already fixed issues)
So yeah, I understand achievement popups and such can be a bit immersion breaking.
So thanks to Boscoe's comment down below I now have plans to add a button for enabling/disabling in-game achievement popups. :)
TBH achievements don't do anything for me. I always turn the notifications off because I just think they're annoying and immersion-destroying. I know they're popular though. I've seen games get dinged in user reviews for not having achievements. Sorry, I guess that wasn't helpful at all. lol
I'll be picking up this game regardless, but since you asked: I do look for achievements on Steam when I'm studying the store page to see if I want to buy something. It's always a little disappointing when I see that a game has no achievements, it sort of suggests to me that the game isn't complete yet.
I would argue that you should at least put in the scaffolding for achievements to be implemented later.
This is one of the most polished indie games that I've seen in the past few years. Absolutely beautiful in every way.
As for the achievements, if you are going to release the _full game_ on Steam, there will be people begging for them anyway. So, I'd say don't bother with them for now, but keep an eye on them for later.
Personally, unless the achievements are used for clever hints on finding new endings or hidden stuff in the game, I've usually ignored them in metroidvania titles. Both those objectives can be better accomplished through player hinting/teaching in character in my opinion.
Whether the achievements badge exists or not, players can always make up their own for replaying the game later. The key is to make the world/game/level layouts fun enough to draw them in, and give options for how they can proceed through the game. Players who love the game can then naturally make their own speedrun/no hit challenges out of game. :)