Which level is the real wall, and which one is only a bit harder than the last?
Completion rates fall naturally as a game gets harder, so comparing every level to a fixed target flags the wrong ones. This entry compares each level with the levels around it, to find the single level that sticks out.
Why this works
What counts as hard depends on where a player is in the game, so a level can only be judged against the levels around it. Players who got this far are used to that stretch, and a level that breaks from its neighbours is the one that needs a look.
When not to use it
Skip it when levels do not follow one fixed order, for example when players choose their own path, or when only a handful of people have played so far. Then compare along each path, or wait until more play data has come in.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 level is the real wall, and which one is only a bit harder than the last?" (read_entry level-completion-outliers-against-neighbours) 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