Spielerando

Plan a difficulty curve that climbs but gives players room to breathe

A game that gets steadily harder every level wears people out, and one that never does bores them. A good curve rises in steps with easier levels after hard ones. This entry builds such a plan as numbers you can later compare with real results.

Why this works

People feel tension against what came just before, not against an absolute scale. A steady climb numbs, and a pause after a peak lets the next climb feel fresh again. Writing the plan down also gives you something to hold real results against.

When not to use it

Skip it for games that are not played in a fixed order, such as open worlds or endless modes, and for puzzle games where each puzzle is hard in its own way. Let the player choose the pace, or measure how real players do instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 29 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 "Plan a difficulty curve that climbs but gives players room to breathe" (read_entry sawtooth-difficulty-plan-with-relief-and-bosses) 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