Survival Ball: Making the Game, in 1716 Hours
Progressive difficulty (the player does not choose the difficulty level) or bucket based difficulty (e.g. easy, normal, hard)? Again, having in mind that less is more, a progressive difficulty mode (where the player does not choose the difficulty level) was strived for, instead of a bucket based approach (e.g. easy, normal, hard). Choosing a difficulty level when starting a simple game like this one, forces the player to commit to a given difficulty level at start, and accepting that decision.
Source: lopespm.github.io