Randomization
To fight repetition, I include randomized elements in many minigames to keep the players interest as the game progresses.
(Hover over the visual to discover the correlations between each datapoint)
Keeping the pressure high
We conducted many playtests to find a rythmn of play that matched our intended experience.
It was essential that we perfected the round lenght and how much time was gained or lost at the end of a round.
My favorite detail is that upon hitting 0 seconds, you don't immediately lose if you stand to gain time at the end of the round.
(Hover over the visual to see examples of how the model is used in different cases)