Progression and challenge

This is also a very subjective section that may or may not work in your design. Our idea behind this section is to elaborate on how the difficulty will increase throughout the game, and making sure we give the player the tools to catch up with it.

For example:

Difficulty will advance by making the enemies harder. To mitigate difficulty, the user will have to play better, level up Gnumies and use items (also level up the items).

Also, here we can talk about the way players will unlock new levels or missions.

For example:

Each boss drops a key with a jewel of that world’s color. Worlds can be tackled in any order. When the user beats every world and has every key, then he can go and work his way through the last world. The order in which a user tackles each world can be chosen by him. The boss at the end of a world drops a key that can be used to open a different world. Once the item is used, it is lost forever. That way, the user must complete the world he selected before opening the next. At that point the difficulty for that world is set