However, a disadvantage of having only five building types lies in designing the campaign for Powargrid. An easy way to spice up a campaign is by introducing new units and such. That way each level or mission feels new and different. With this being a very limited option for us, we've had to find other ways of keeping things interesting. For instance by playing with the shape of the game grid and varying the starting setup for both the player and the AI. I'll look deeper into level design in a future blog post, but for now it's enough to know that this restriction has forced me to tap all the creativity I could muster.
But for now, we'll leave it at the five buildings we have. Heck, this game is hard enough to finish even with only those ;).