Spielerando

Every tester plays my levels in the same order, so tiredness skews the results

If everybody meets the hard level last, it looks harder than it is, and the level right after a tough one looks easier. This entry gives a way to hand out orders so each level lands in each position equally often and follows each other level equally often.

Why this works

Tiredness, practice and the memory of the level just before all change how a level feels, and these effects follow the position, not the level. Giving each level every position and every neighbour equally often makes them cancel out when you compare.

When not to use it

Do not shuffle when the levels build on each other and a later one cannot be understood without the earlier ones. Then the order is part of the design, and you should test it in the order players will really meet it.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 32 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 "Every tester plays my levels in the same order, so tiredness skews the results" (read_entry testers-play-levels-in-different-orders) in my game. Build it step by step, and show me how you checked that it works.

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