Ah, that makes sense, and I think I have a direction to go from there. Sounds like I overcompensated for a problem I observed in playtesting, where first-time players were able to keep the game going forever. After that, I changed how the charcoal worked pretty dramatically to ratchet up the difficulty, but was only able to play that change by myself (which of course is not going to give me an accurate impression of how hard it is for others).
As you observed, if the charcoal is too hard to clear, it makes the other choices less meaningful, and becomes basically just a game of waiting for the inevitable. There are plenty of potential happy mediums I can explore between this and the older version, and the difficulty really shouldn't be staying at one level like it does here, anyway. Thanks for the response!

























