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(+2)

Thanks for the well thought-out feedback! I can definitely see the appeal of this type of mode and I've been thinking about it a bit during design. The challenge is that a lot of the design of Circadian Dice is built around frequent upgrades/quick scaling and a very limited pool of dice. In order to make a true tower climb mode work one would have to (as you mention) either reduce the player scaling by a lot or redesign the scenarios completely. Either way would more or less amount to designing/balancing a new game on top of the old one :)

I really like this type of mode in deck building games so it would be fun to see something similar in a  dice builder, but it's not in the cards (dice?) for CD right now at least. Your comment made me start thinking about it again, though, so who knows ... :)

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I love the idea of building up your "deck" and the longer-term strategic decisions involved. Some food for thought:

Perhaps you could progress by making upgrades to your shop that persist throughout your run. You would start with a very basic shop and could have upgrades like: Unlocking modifiers, discounts, improving symbols/modifiers, locking shop entries, increasing the odds of certain modifiers appearing, increasing shop size, etc. You could also add persistent "artifacts" that give you bonuses to your die faces, rolls or abilities such as: Adjacency bonuses, modifiers for nth die face, debuff barrier, bonuses when rolling certain combinations of symbols, increased ability charges, ability gem discount when low health, etc. The score earned in a scenario could have a minor effect on the amount or quality of upgrades you can draft. 

I think this would retain the core mechanics you mentioned while still allowing for incremental progress. With some careful balancing in this progression you might be able to avoid making drastic changes to the scenarios