I thought about letting the Player choose a Skill. Which sounds fair and right, right? But then you get a Favorite Skill and keep playing that again and again, which is less of a challenge, and less surprising. In the words of Soren Johnson.. I don't want Players to "optimize the fun out of" my game. Each run should be unique.
So I think the best way for my game, which aligns with its minimal design, is to create a Change-Skills Portal. Which appears rarely, and only works once, so it's a risk.. but also a reward. If you hate your current Skill, you'll most likely want to trade it for anything behind door number.....
Also, the game is Saving now, so it remembers your signs and so on. Yay! : ] Saving also allowed for the next bit..
I spent a few days implementing a better way to select Signs via a Shuffle Bag. So you don't randomly and accidentally keep getting the same 1 or 2 Skills again and again.. Or more problematically, wait 100+ games.. before you get the Skill you want. The system is still random, but controlled, so it's fun and not.. well, stupid.