Make a repeating goal easier after failures and harder after easy wins
A fixed goal bores strong players and shuts out weak ones. Raising it after every success and lowering it after every miss makes it jump around. Here is a damped rule with limits and nice round numbers that settles near what the player can really do.
Why this works
A goal feels good when it sits just beyond what the player did lately. Steering by small steps, with a slower way down than up, keeps one lucky or awful day from throwing it off and lets it settle near real ability.
When not to use it
Skip it when players compare goals, share them or compete on them: a goal that differs per person is unfair there, so use fixed tiers they choose themselves. Also skip it where a steadily rising target would feel like a treadmill.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 19 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make a repeating goal easier after failures and harder after easy wins" (read_entry daily-goal-adapts-to-player-skill) 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