Which level takes far longer than the ones before it, and where do players stall?
Experience tables look smooth on paper and still hide a level where progress suddenly crawls. This entry shows how to measure real time per level from play logs, why the average is the wrong number to look at, and how to flag the walls.
Why this works
Experience tables describe amounts, but players feel time, and the time per level depends on how fast they earn. Measuring the middle value of real play, not the average, lets a few people who left the game open overnight stay out of the picture.
When not to use it
Skip it before you have play records from enough people, or in a short game where a slow stretch is part of the story. Then walk through the game yourself, stopwatch in hand, and ask a few testers where it dragged.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 42 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which level takes far longer than the ones before it, and where do players stall?" (read_entry rpg-level-time-walls-from-play-logs) 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