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Thanks a lot for testing Adventure 1 and for such a detailed write-up, this is really useful.

You nailed something I hadn’t seen clearly: in the first level you can earn points without getting any closer to the gems, so the objective feels disconnected from the satisfying part (the clears). I like your idea of a starting hand that lets a deliberate early row clear free a gem. I’ll rework level 1 so the first clear teaches the goal, and I’ll also look at making the gem progress more visible.

I’ll give Kingdoms a try and focus on your question: is there an interesting choice before the building gets repetitive? I’ll leave my notes on your post once I’ve played it.

Thanks again!

(+1)

Thanks—that would be useful. A short first session is enough; I’d especially value where you wanted to make your own choice rather than simply follow Codex’s recommendation. If setup gets in the way, that is useful feedback too. Glad the first-clear observation helped with Block Quest’s opening.