Locking the progress of the users behind access points is key for engagement. In the [ Metroidvania ] game types this is done particularly well. These types of games are platformers where you can't get to all the places in the map because you are lacking special abilities. One of the most common ones is a double jump. So at some point, you get to a place in the map where you wonder "How do I get up there?" The idea of this mechanic in a gamification setting is to look at it differently as if it was just a list but more about what the users become by increasing their skill unlocking new places. Yes, of course it can be a simple key or password to open a lock, but, if we take it further, wen can design award-winning systems. Use the abilities and skills of the users as mechanics themselves and new horizons appear.