Spielerando

Levels get harder as the game goes on, so which one is a real spike?

A difficulty curve is supposed to climb, so looking for the highest bar finds only the last level. This entry shows how to compare each level with its neighbours to find the ones that jump out of the slope, and why the first and last levels cannot be judged.

Why this works

A difficulty curve is meant to climb, so the highest bar is just the last level. A real spike is a level that stands out from the levels around it, which is why each one is compared with its neighbours and not with the whole game.

When not to use it

Do not use it for a game whose levels are meant to jump, such as a boss after every few stages, or where each world restarts easy. Compare each level with its own kind, and keep the first and last ones out.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 20 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Levels get harder as the game goes on, so which one is a real spike?" (read_entry a-hard-level-hidden-in-a-rising-curve) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP