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Change number of gem types per level to better scale difficulty curve #40

@vm70

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@vm70

This idea was first brought up in #13, but it deserves to be its own issue.

The only difference between levels is the number of points needed to get to the next one. Additionally, there's a chance that a new player starts the game with no viable matches.

So, can we manipulate the n_gems parameter of the fill_grid function to make earlier levels easier than later ones?

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