Trying my best to balance the game towards all kind of players, so it's normal for it to be easy for more seasoned minesweeper players :')
Did you also try hard mode? Its presence may not be very obvious UI wise lol
Yeah, this was hard mode.
But I imagine this is a tough game design issue to solve. Basic minesweeper has a 'one-mine-and-you're-dead' design, and even with that and the occasional 50/50 a good player can solve most fields most of the time.
Relics, artifacts and health all make it easier to get through the game, so they are an excellent way to scaffold the learning and get newer players going. I really think you are doing a great job with making this system powerful and interesting.
However, making the basic game harder is way more difficult, especially without breaking the fundamental joy of the puzzle, or the ability to solve it at all.
I think you're on the right track with the curses, but only a few tap into the basic setup of the game (limited vision or more damage might be a hindrance, but the game is the same). I think the 'let's remove some tiles' works best, in that it forces a veteran player to reassess otherwise familiar setups.
Maybe you can think of more curses (or just variations of the base game) in that line?
Let me brainstorm some ideas (not yet filtered for quality or practicality):
You probably have thought of many of these already, but I just liked doing a quick game dev exercise for myself ;)
Have fun with development!
Yeah, you got the point. While maintaining the classic gameplay loop, boards will always be solvable without needing any item :)
Even though I want to keep the basic loop close to classic Minesweeper, you are right that curses are probably the key to keeping the game fresh and really taking advantage of all the items. For endless mode, for example, I was thinking of making curses a fixed rule that you carry from the moment they appear throughout the entire run, with maybe an option to choose between curses and more items that interact with them (remove a curse, reroll a curse, ecc).
Honestly, I think this approach could work in normal runs too, making endless mode just a continuation after completing the fixed floors (as I think most players expect it to be).
And I will definitely keep your ideas in mind. As you said, some of them I had already thought of, but having many more ideas to iterate on and test is great!
Thank you for taking the time to give such constructive feedback, I really appreciate it!