The part about brainstorming the game idea together sounds like the real reward there — that kind of back-and-forth is where a project actually takes shape. On Skyburrower, finishing the death screen before adding more levels seems wise; a clean retry-to-world-map loop is easier to test in small chunks than a half-built upgrade screen. Curious whether the coin economy is tuned yet, or if upgrades are still placeholder numbers while you get the core loop feeling right.