So you think that maybe bonus points should be scored based on what level you're at? Or maybe an end of game bonus?
I think there are 2(3) problems:
1. players that move throw the levels slower still get loads of points by getting bonusses for levels that the better players simply skip. That scoring system puts all players very closely together which makes for a very unsatisfying score distribution. Just an example: First time playing Lumines I maybe got about 0,001% of the score I can reach today. There is loads of space for personal improvement and the game SHOWS that
2. The game gets to brick-walley at the higher end of the spectrum. Once you are able to break into 7-10M your score will likely stay there and not improve, or not by much, anymore.
(3. It takes too long to get into high-level play, once you played the tutorials, they should give you an option to start the game properly without the tutorial levels right from the start.) - This might be remedied by more modes though. Have an endless mode, have puzzle modes etcetc to give players more challenge. Otherwise the game gets dropped too fast since the satisfacting gets lower the higher you get in the ranking (since every game gets longer).
Both of which are rather unsatisfying compared to a scoring system like in Lumines for example.
Lets say a lower level player stops at lvl 30, and a pro at level 60, where the pro manages to get higher scores. This is just super simplified and not correct. Just to emphasize the issue.
Lvl1 - 30k ingame + 40k bonus
Lvl2 - 30k ingame + 40k bonus
Lvl3 - 30k ingame + 40k bonus
2,100,000 at the end of the game.
Lvl1 - 50k ingame + 100k bonus
Lvl3 - 50k ingame + 100k bonus
Lvl5 - 50k ingame + 100k bonus
4,500,000 at the end of the game.
This gives the player the same chances to get bonus counts within a playthrough (30 for Beginner and every second of the 60 levels for the pro). The problem is, that once you got rather good at it, the game stops feeling very rewarding (through the long foreplay it takes to get to highend levels) and the miniscule score improvements.
Lets go through the options:
a) You get higher bonus points for higher levels
In the above mentioned example, that would certainly improve the score range and actually reward players in the higher levels. Lets say each level improves the score bonus by 5%, that would mean that the beginner has 30 5% improvements, while the Pro player actually gets a 30 10% improvements in the 30 levels he plays (by skipping every second level).
So that seems like an actual solution to that problem. Another idea (or even on top of your idea) could be to find ways for players to keep multipliers between levels. Something that most beginners wont be able to do, like giving a 5% score bonus for every 10-blocks-clearance pr for a special block that can be lined up with at least 1 different coloured block, but if you connect it to ALL colours, you get the bonus. Do that 5 times and the scores of your next level will be 25% improved. (Should be locked at 25%, or whatever percentage, highest though, and lost if you dont manage to do it once)
Obviously needs to balanced so that its not overpowered and players JUST go for that.
b) end of game bonus
That is a bit easier than the example above and I think I like it a bit less. The above options actually could add some strategy as well (try going for the extra block that needs to be connected to all other colours, or get a huge combo, maybe destroying your multiplier). Would have the same endresult I think, but it would be less engaging during the game, also has the problem of not showing the proper score of the player until the end of the game.
I think your first suggestion was on spot, they just need to find more ways to reward better players, and more incentives to actually play on higher levels.
The other problem atm is still that brickwall.
I forgot which levels they are, but once you enter a certain level grade, it gets ridiculously hard and is almost more about block placement luck than skill. Not quite sure how to handle that though.. except maybe having the game longer on a certain difficulties,like not raising the level every 100k, but raising them for 50K more each level.
Lvl1 - 2 100k
Lvl1 - 2 100k
Would probably offset the balance of your first suggestion. Could probably be balanced/tested though. If you have any other suggestion to be discussed, let me know.