Research and brainstorming for Crafting / Material Systems
Videos I used to learn more -
https://www.youtube.com/watch?v=Nj7EaryBgak
https://www.youtube.com/watch?v=GMtIAXtAGxw
https://www.youtube.com/watch?v=K4ch3IRJpKY
Notes to keep in mind while designing the crafting system -
Crafting shouldn't feel like a chore or be grind heavy.
Rather than making players feel like they need to go back and grind for something maybe having limited time events on certain completed planets could incentivize players better.
Example- a limited time event of a vulcanian asteroid storm on a certain planet during which players can harvest more MAGMA currency.
The difficulty of this planet could also be raised during these events.
The "shooting star" mechanic referenced in Power Ups could also be a mechanic for players to harvest loot or currency. Players would need to shoot these special comets right when they are above the player (these special interactables aren't obstacles and pose no threat to the player).
Quick time events like in Dead by Daylight - https://www.youtube.com/watch?v=G1zOTjYRXdE (reference video) could be used to determine the quality or strength of the item crafted. Basically the better the player performs at the quick time events the better their power up or upgrade.
Making sure that materials that can be used to craft items should have a dual use.
For instance - Rags in Last of Us can be used to make molotovs (a weapon) or a first aid kit (safety net).
Materials in Typestroid could have similar properties.
For example - MAGMA could be used to create a deployable bomb that players can use at any point in the match by selecting the icon on the screen (say powerups equiped appear below the lives icon) to destroy all obstacles on screen OR players could use it to create a shield which blocks off obstacles for 5 seconds and finally explodes destroying 3 random obstacles.