Star Child Dev Log #10
If you were designing a video game, and you wanted to create a world with a lot of secrets to find, what would you put inside those secrets? What incentive do you give the player for spending time searching for secrets? If you have a lot of different systems like currency, items, health, ammo, and weapon upgrades, this is not a difficult question to answer.
Star Child is not a game that has a lot of systems. I prefer focused experiences in games I play, and games I create. We strip away all of the extra junk and find the core fun experience. Developers often create content by adding collectibles, or bits of lore inside their secrets. Collectibles and lore do not sound like a core fun experience to me.
As you traverse the world of Star Child, you will come across doors that require certain keys. If you have the correct keys, the door opens.

And if you do not have each of the specific keys to place on these altars, you shall not pass.

There are a variety of things hidden in the numerous secret places in Star Child, but the most common are secret keys that open secret doors. I can't tell you what is behind the secret doors. It is a secret.
Star Child is not a game that has a lot of systems. I prefer focused experiences in games I play, and games I create. We strip away all of the extra junk and find the core fun experience. Developers often create content by adding collectibles, or bits of lore inside their secrets. Collectibles and lore do not sound like a core fun experience to me.
As you traverse the world of Star Child, you will come across doors that require certain keys. If you have the correct keys, the door opens.

And if you do not have each of the specific keys to place on these altars, you shall not pass.

There are a variety of things hidden in the numerous secret places in Star Child, but the most common are secret keys that open secret doors. I can't tell you what is behind the secret doors. It is a secret.