Thanks for the feedback! We actually designed it this way so that players would sometimes have to reject ores in order to save room for better ones later on. By the time you reach the final level, you’ll want the most valuable ores — so if a low-value one appears, rejecting it is a strategic choice. But if luck isn’t on your side and you don’t get enough high-value ores, you’ll eventually have to go back and take some of the ones you passed earlier. That’s the risk–reward element we felt matched the theme.