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I also like your idea. :D
2. Yes, the collectibles do nothing but you can use them to guide the player, like a breadcrumb trail. This is especially useful when the level exit is not visible from the start of the level. We didn't (really) block any area of the game by the amount of collected collectibles. So, maybe, neither should you?
3. Is coming in a future update.
I was seeing collectibles as a way to add an extra layer of complexity to the main puzzle(s) by adding secret places, just like it's done in the main game. I'm afraid if I did that, most players would just reach the exit door and think they're done with my map when they may have bypassed a considerable ammount of harder puzzles.
I've been thinking that locking the exit door may be too harsh to the player, forcing a restart or multiple rewinds, which would be totally annoying. However, I think the game really needs something to encourage the player to finish the map 100%, or at least something to let him/her know the level was solved in a partial way... Maybe it's just a matter of showing the % of gathered collectibles in the Workshop maplist, or a collectible-dropping stone next to the exit door...
A 'Toki Tori 1 style' kind of map, where you had to gather all the collectibles, would still be awesome, though... but maybe those maps shouldn't feature exit doors at all... The only problem would be how to tell the player to collect the items instead of finding the door, but that could be done with the collectible-dropping stone aswell (a larger one than the ones found in the game, so it looks like a main objective). Maybe it could be something like, when you fill the stone completely, Toki Tori plays the usual stone hitting animation, and the eagle comes and carries him out of the map... ;)
So, to sum up everything above, what about these features?
1. The collectible-dropper stone as an alternate way to complete a map.
2. Posibility to remove the exit door as soon as there's a collectible stone in the map.
May I suggest a custom map completion achievement (complete 10-20 custom maps) too? (yeah, asking for new features is free! ^_^). It looks super-easy to implement and will drive some more attention to Workshop maps for sure. I'm wondering how many people who finished the game has actually tried a custom level... O_o
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@cyanide: Really looking foward to trying your maps! If you need a tester, you can always release your maps as 'friends-only' and let me know you're looking for feedback! :)