Is a level too long for the short sessions your players actually have?
A level can be perfectly balanced and still lose people because it does not fit into the minute they had. This entry shows which two numbers to put side by side so that length is judged against real habits and not against taste.
Why this works
A phone is played in gaps of the day, so a level longer than the time someone has will be dropped halfway, however good it is. Comparing the level with the short sessions that are common, rather than the average, shows whether most people can finish.
When not to use it
It misleads for games meant for long, planned sittings, such as a big story played on the sofa, or ones that can be paused and resumed anywhere. There the session length is not a limit, so judge pacing by where people stop.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 28 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 "Is a level too long for the short sessions your players actually have?" (read_entry casual-level-length-versus-session) 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