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Would you explain to me why you decided to put a timer in the campaign? I don't see the need to hurry for most of the missions. Most missions are "do this trick in this place" and don't get harder with a timer. It will only take longer to retry. The timer really spoils the experience of freely exploring the environment, learning the mechanics and having fun while retrying. It adds a layer of "oh no, only 1 minute left, what can I achieve in this time frame?" with strategic planning and stop being creative / messing around while this game totally should be about the latter mentioned imo.
If it's for the collectibles, just start a timer with the first collectible and if it runs out let them respawn, but don't get me out of the level. If it's for the highscore, I suggest to just make a highscore chasing mode with a timer. But please remove the timer off the campaign.
I want to achieve the campaign mission goals without a timer. Is there a way?
There is an free roam mode to explore the environment if you like, otherwise the game would degrade to an pointless collect-a-thon, with no tension at all.
Only because others like Tony Hawk do it similar doesn't mean that it's good.
It doesn't feel good to search for the cryptic described thing to do and be stopped by a timer when there is no need for it. Like it doesn't matter if I jump through the window in the time limit, but only that I find it and do it.
There should be a timer, but only where necessary. And a timer running out shouldn't kick me out into a menu, but should just reset the challenge progress if I didn't finish it yet. Like I take "B" the timer starts, if I don't get all other letters in x seconds the BREAK progress is lost, the letters reappear and the timer resets, but I would stay in the level. That would be a good design. same with a high score, which could just reset.