The original template was a barebones stacker game. It only had the logic for cutting block meshes on placement and the core loop.
The goal was to add depth by adding a progression and checkpoint system. With this, the player would not fail on a missed block, but would instead reset to the previous checkpoint. This allowed the player to keep playing until the time ran out, instead of only playing until the first miss.
I also added a combo system with appropriate UI, score UI, and a wobble system that got worse as the tower grew taller.
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