Instead of simply increasing a memory's damage output through leveling, reaching a certain level, say a +4 Blink, will give the player a choice between three unique upgrades:
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Modify the core effect: Slightly change how Blink functions, such as extending its range, or something else
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Add a secondary effect: Gain a new ability, like the option to blink back to your original position after using it, or something else.
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None, focus on raw damage: Skip the special effects and boost the memory’s damage output instead.
When a memory reaches +10, the player will once again choose one of three upgrade options. However, after +10, no further upgrades can be selected. Any additional levels will only increase the memory’s damage output.
Each existing memory offers 4 to 5 possible upgrades, but players can only choose 2 throughout their run. However, they can change their memory’s current upgrades with an amount of price by interacting with a statue of something that are scattered throughout the rapids.
This could add a layer of strategy and personalization, making memory progression & endless run more engaging and tailored to different play styles. But it’s a huge load of work to implement in the game though.