I recently played a fun and simple game.
It's basically Breakout mixed with a level-up system akin to Vampire Survivors. And it works.
Of course, you can't say that it gets harder with every level, but it sure makes every next level a bit more interesting.
Here's the gist:
After every level, you get to spend the credits earned on powerups. After every death/failure, you get some sort of experience.
Why do I like this approach?
You can add it to EVERY arcade classic! Tetris, Pong, Space Invaders, Shmups, Super Mario, Tanks, Boulder Dash. Hell, even Doom!
It's a great exercise in game parametrizaÂtion! Every power-up or perk requires the game to adjust, and this is possible only if you make it parametrizable.
You can easily add trade-off mechanics: sure you can get silencers, but all your enemies get night vision goggles now!1 Don't just buff up the player! Introduce counter-challenges!
I like this idea so much, that I might want to introduce it to every possible project I make. It might turn every game into a longer experience, challenge me to design more ways of interacting, and so on.
What do you think?
I guess this example was in Metal Gear Solid V.
Addictive little game!