What’s a good way to communicate how checkpoints work?

I’ve decided to focus solely on making a mega man meets Castlevania game and I’m a little hung up on how to do checkpoints.

So the idea I’m going for is a risk/reward system in which you reach a checkpoint you can respawn at after dying exactly once or you can destroy it and gain an ability.

Each stage has two checkpoints.

One at the middle and one just before the boss.

If you opt to break it, you lose the ability to respawn there, but gain a shadow that follows you and does what you do with a delay. Think street fighter alpha, if it helps.

Or you can opt to not break it, and when you die you respawn at that point, and it breaks so you can’t use it again.

This means you can get to a boss and fight them with the health lost in the stage up to that point to see what you are getting into, and fight them with full health the next time.

Or you can gain power on the initial run and risk having to start over if you fail.

Having two checkpoints means you can have up to two shadows.

Make sense?

So here’s the question, how can I let players know that’s the system without spelling it out for them?

I know shovel knight had something like this and communicated it well enough.

I’m currently leaning on the idea of a shrine that has a fire light up when you pass it.

Hit it and it crumbles, unlocking the shadow self.

So I guess my main concern is how do I let players know they don’t necessarily want to hit it?

That it’s a tactical choice they are making.

I’m thinking having the words “checkpoint” pop up.

But then I imagine them hitting it and getting a shadow, then being confused when they die and don’t respawn at the checkpoint.

Maybe, having the word “checkpoint” float over it, then crumble if they destroy it?

Or maybe don’t give any indication and let them figure it out?

What would you do?

I should also mention, I’m aware this is a positive feedback loop.

That’s the entire angle I’m going for.

I know it’s commonly viewed as bad, but the souls series has shown us that a positive feedback loop isn’t always bad with dropped souls.

I absolutely want this game to hinge on positive feedback loops.

I have another mechanic that adds to it, and I want the game to have reputation of being stupid hard, while having a break point that if player can get on top of they will feel really good about themselves.