Yeah, that’s tricky choosing how to reward the player... maybe the better a player is doing you challenge them with a wider variety of tools and having to learn them (like zooming out and learning a more route planning based strategy) so that way they get more comfortable with the initial mechanics, while also learning more varied approaches of attacking the level. Thanks for sharing your game design knowledge, it’s very much appreciated! Reward systems are a very interesting field of game design, might have to watch some more GDC talks about them :D