Is a timing level harder on weak phones, or are weak-phone players just different?
A game that stutters on a weak phone can make a precise level unfair, but those players also tend to differ in other ways. This entry shows how to compare a level with an easy baseline so you blame the phone only when the extra gap is real.
Why this works
Weaker phones belong to different people, so a raw gap between slow and fast mixes the phone with the player. Subtracting the gap on a level nobody fails leaves the part caused by speed alone, and a minimum count stops chance from posing as a finding.
When not to use it
It cannot help when you have too few players on slow devices, or when the game is not demanding at all and runs smoothly everywhere. Then test on one old phone yourself, and look at where the picture stutters rather than at the numbers.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 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 "Is a timing level harder on weak phones, or are weak-phone players just different?" (read_entry mobile-slow-device-fail-gap) 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