How to read a difficulty curve before you commit
There's a difference between a game getting harder and a game getting slower, and telling them apart early saves a lot of wasted evenings. A good curve introduces new ideas; a bad one just piles on the same idea and slows your rewards.
When I test a puzzle game, I watch how new mechanics arrive. The best ones, like Lantern Logic, teach a rule with a single easy example, then let you combine it with old rules. You feel smarter, not stuck.
The warning sign is repetition dressed as challenge. If level forty is just level ten with more moves and a paywall in your face, the designers ran out of ideas and reached for your wallet instead.
A quick test: jump ahead and look at a much later level if the game lets you. Does it look like a genuinely different puzzle, or the same board with bigger numbers? That glance tells you a lot.
None of this means slow games are bad. Some cosy titles are meant to be gentle forever, and that's fine. The problem is only when a game pretends to be challenging while actually just stalling you.