[+][SUG][PL] Make Talisman requirements visible during play

Started by WillLem, September 09, 2026, 02:00:12 AM

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WillLem

This idea is courtesy of Armani, who has solved this issue in his custom NeoLemmix build.

We need some way of being able to view the talisman requirements during gameplay. If a talisman has many requirements, it can be difficult to remember them all and this can inhibit a player's attempt at the talisman, or worse - put them off attempting it altogether.

Armani solves this by displaying a clickable talisman button which opens a panel showing the requirments. The panel is updated live, so a player can also track their progress on the talisman in real-time.

This may be a good enough solution as it is, but I thought it best to open this up to discussion in case anyone has any other suggestions.

One possibility I can think of is that clicking the talisman button could adjust the skillset, save requirement and time limit shown in the panel itself. We can use different-colored digits (possibly) to show that it's a talisman requirement rather than the normal requirement, and the player can toggle between the normal/talisman values by clicking the button again. Progress feedback will be inherent; the display can revert to normal once any of the requirements have been failed.

The only downside to this idea is that a level can have multiple talismans, so we'd need multiple buttons.

Thoughts? Suggestions?

WillLem

Made some progress on this in SuperLemmix (if successful, the code can be ported over).

We can add a small talisman button to the skill panel just to the right of the replay 'R'. This can be clicked multiple times to cycle through the level's talismans. If the talisman is not yet obtained, display the usual '?' version of the icon, otherwise display the full-color 'solved' version.

As the talismans cycle through, the requirements can be displayed in the panel in the following ways:

Save requirement - Show the talisman save requirement in blue, change the 'available' count to red early if too many lems have been lost and the talisman can no longer be obtained

Time limit - Show the talisman time limit in yellow (or blue for consistency with save requirement, and to differentiate between a normal time limit and a talisman time limit)

Skill limits - Individual skill limits can be displayed by changing the displayed 'available' count to the talisman limit (the actual quota for that skill would of course remain unchanged). We can hue-shift it to green if within the limit, and to red if the limit is passed (and therefore the talisman is failed)

Skill type limits - This requires a bit more UI than the others. We can print a simple purple square with the type limit displayed within. As skills are used, we highlight them with a purple rectangle. Once the type limit is passed, we display the type limit in red and change to red highlights

That's it for now. Here's an example of how the above looks:



Before anyone complains about using text color to show talisman requirements: we can also hue-shift the icons for further clarity, and to avoid asset clash: