Set the "beat the target time" number from what testers really did
A designer plays their own level in a minute and sets that as the target. Nobody else gets near it. Another level has a target so loose it means nothing, because one tester walked away and left the game open. Here is a way to choose it from real times.
Why this works
A target time is really a promise about how many players will make it, so it should come from watching players, not from the author's own speed. Dropping failed and wildly slow runs first keeps a few strange sessions from moving the number.
When not to use it
Do not use it with only a few testers or testers who are not like your players; the number would just repeat their habits. Then set a loose time, watch real players after release and adjust.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- A diagram of every state
- 25 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Set the "beat the target time" number from what testers really did" (read_entry set-par-time-from-playtest-results) 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