I'm writing a connect-three type game (think Chuzzle, but without all those nasty locks, and with no big chuzzles) and I'm trying to figure out how to increase the level of difficulty as play progresses.
As it stands, I've been adding an additional block colour/shape/type when the player advances to another multiple of num_blocks*1000, and it seems to work moderately well, aside from the fact that I keep running out of new colours/shapes/types that look distinct enough on the screen.
(currently, blocks only differ by colour, but I'm planning on adding a shaped highlight to help differentiate)
I'd like to know if manipulating the probabilities of each block type based on the blocks surrounding the new block in an attempt to minimize the chances of cascades and other types of easy matches would be a good idea.
