There are various games that do something like that, you play well, you end up with more items left over and by the end you have a fuckton of items you can use with little to no repercussion because of the sheer number of them. However, that's only indirectly. Even MGS where you get penalized by alerting guards doesn't do much other than temporarily hindering your progress via alert modes.
MGSV has units that change with your gameplay (soldiers get helmets if you abuse headshots, camps get more lights if you use the night as cover, etc), but that's just to make the game harder for every player based on the gameplay, it has nothing to do with individual skill.
The reason why I'm asking this, other than the sheer curiosity since the idea game to my mind, is because I'm planning on making a game with a friend 90% chance of never ever.
It's pretty much a "stealth" escape game where you are in a lab and you need to escape, you need to either do it stealthy or by killing everyone in your way. If you go full stealth, you'll end up with the normal layout. If you kill people, soldiers from far away will notice the radio silence and come to check, leaving the player with more cautious clusters of enemies, who'll call an alert once they find bodies. If the player triggers an alert, either by letting the enemies use radios, or by having them find a body, the base will be put on high alert, you'll have way more blocked exits, the fucking military comes in and all that.
It does makes complete sense from a logic standpoint, but could it possibly be fun from a gameplay standpoint?
It seems to me that it'll make stealthy players breeze through the game, stealth killers go genocide route with a medium difficulty, and retards get shit on or force people who want a challenge to cripple their own skill on purpose. But then again, I've never made a complete game before, so I was looking for some inspiration.
TL;DR:
Are there any games that directly affect gameplay making it easier the better the player is at the game, while also making it harder if the player is shit, throughout the whole game?