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, and convert the game from a ~play until fail~ to a ~play until time runs out~ game.
By adding a progression and checkpoint system, 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.