Decisions, decisions– about game-design
This is a short behind-the-scenes explanation of why my game, Let’s go cave-burrowing is missing some gameplay
In the beginning I envisioned a game where you threw “grenades” to change the environment, sort of a casual-like game. I didn’t want to have any game-over screens or the like, as this would detract from the core gameplay. One solution to make it more interesting was to add diamonds that threw out more puke-like balls that exploded, though I didn’t had the time to implement it.
All the easy game-play I could add to make it more challenging would remove the fun. For example I thought to add a timer so that you had to complete the level within a certain time, but then the player would not be able to “explore” the level at his/her own pace.
It was only now this morning that I realized that the perfect solution would be to rate the player based on some score of fast-completion and huge explosions, since then it would add a challenge for those who wanted it, but it wouldn’t punish those who didn’t. I guess you can’t win every time
Tags: design
What you should’ve gone for was somehtign to add depth/interaction to the game without making it difficult.
For example:
creatures that run around and are comically knocked flying by explosions. (they don’t hurt you, they’re just cute) (or other non-destructable props that can be knocked flying)
Various objects to ‘collect’ underground, like gems
World variety to explore (natural caves, trees, clouds)
Nice idea with the cute animals, but then there was this time-limit
Originally I wanted dirt and debris to be flying from all the explosions and they should push you and the goo-balls away but time ran out 
Anyway, I’m just glad I got something playable