The level of challenge in the game, as determined by the relative ease of the gameplay.

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7
votes
3answers
176 views

Measuring enemy “success” against player

I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...
1
vote
3answers
159 views

How to properly handle equipment enchants

In my game, the player starts with a set of equipment and unlike many other hack-and-slash RPG's, this base set of stuff never changes - the player never acquires a new weapon or armor. The only way ...
43
votes
13answers
3k views

How to make some monsters appear more dangerous than others?

My game is an open-world co-op MMO with retro graphics, permadeath and no leveling system. The problem I'm facing, is the fact that I don't know how to make some monsters appear harder than others. ...
3
votes
1answer
176 views

Music Rhythm Game Difficulty Question

I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific ...
1
vote
1answer
566 views

Connect-three game: Increasing level-of-difficulty as play progresses

I'm writing a connect-three type game (think Chuzzle, but without all those nasty locks, and with no big chuzzles) and I'm trying to figure out how to increase the level of difficulty as play ...
15
votes
7answers
3k views

What name should I give each difficulty level? [on hold]

I have a game with 4 difficulty levels (or levels of AI) and I'm wondering what to name them instead of the boring Easy, Normal, Hard, Impossible.
12
votes
6answers
623 views

How is game difficulty tested/balanced?

How is game difficulty typically tested or balanced so that there's a steady progression of difficulty; how do I ensure that no level is too difficult or too easy for its point in the game? Are play ...