Spielerando

Which levels only look easy because most winners used a booster?

A fine-looking win rate can hide a level that nobody can beat on their own. This entry shows how to split winners by help used, which two shares to compare, and why you should not conclude that the helpers are to blame.

Why this works

People grab a helper when they are already losing, so wins with help hide how hard the level really is. The result for players who used nothing is the honest picture of what an unaided player faces, while the helped group is self-selected.

When not to use it

Skip it when the game is built around helpers and nobody is meant to play without them, or when almost no one plays unaided. Then judge difficulty by how many helpers a level costs, and whether players are happy to spend them.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 26 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 "Which levels only look easy because most winners used a booster?" (read_entry casual-booster-masked-difficulty) 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