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Questions tagged [difficulty]

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

15 votes
5 answers
5k views

Suppose I’ve got a game which is split into levels (level 1, level 2, etc). I might decide on locking levels. That is, when a player first boots up the game, they can only play level 1. Once they have ...
Robin's user avatar
  • 724
30 votes
3 answers
6k views

In designing many different types of games where a player's skill is a factor in progressing through the game, one is able to put challenges ahead of a player of varying difficulties. For example, in ...
Robin's user avatar
  • 724
0 votes
1 answer
191 views

I work on a simple arcade game. The player controls a diver. The diver moves forward at a constant speed. The player can use input controls to move the diver up or down. Along the way, the diver ...
Erel Segal-Halevi's user avatar
26 votes
12 answers
8k views

For a sidescrolling shooter I’m working on, I got stuck on the following: The game allows the player to buy upgrades for their character. This oppertunity comes in the form of a shop that sits at the ...
tkers's user avatar
  • 413
1 vote
4 answers
312 views

I'm developing a game where products fall from the sky, and you need to catch them. A bomb also falls, and if you catch it, you die. I have 3 different products with 3 different scores. I want the ...
Diego Alcu's user avatar
3 votes
2 answers
2k views

I'm using RPG Maker MZ to make a game but am having extreme difficulty in developing good systems for leveling my characters and making for a challenging, but fair and balanced battle (especially with ...
EmptyArray2500's user avatar
0 votes
0 answers
113 views

I'm making a roguelike (not a deck builder though) heavily inspired by slay the spire. I'm looking to flesh out my ascension style difficulty levels with creative and interesting penalties for the ...
Harry's user avatar
  • 167
24 votes
8 answers
7k views

There is currently a lot of discussion in the World of Warcraft playerbase about a recently added feature: Horrific Visions. Visions are personal areas you can enter alone or with a handful of players ...
Nzall's user avatar
  • 765
4 votes
1 answer
816 views

I am targeting mass casual audience as I am developing the hyper-casual game. The problem is that I have played Helix Jump and Color Bump 3d and those games have a pretty big difference in difficulty ...
Ruslan Plastun's user avatar
16 votes
4 answers
6k views

I am currently making a run 'n gun platformer, in which the player dies instantly when they get hit. I'm curious how to make this feel fair. I'm aware of putting checkpoints frequently enough, ...
user avatar
5 votes
3 answers
454 views

I am making an classic 2D arcade ball game. There will be 100 levels in this game. And after the 80th level passing the level by doing some arcade stuff will be very difficult. For example level 100 ...
Tarkan Genç's user avatar
4 votes
2 answers
2k views

I am developing a small, turn-based game with spaceships. The user-controlled spaceship has two modes, let's call them offense and defense mode. The user can freely switch between modes. There are ...
AerisLeg's user avatar
8 votes
3 answers
2k views

I've though about creating the game for the easiest difficulty level, and from there scale up and create the other, more difficult difficulty levels, but I'm not sure it's the fastest way to go. How ...
Casanova's user avatar
  • 1,839
4 votes
1 answer
451 views

I love rage games and have made a rage game too, but I always wondered how to test if levels in these types of games are too hard or not, since it's ironically too hard to test. For example: If I ...
Noodles's user avatar
  • 158
5 votes
1 answer
552 views

Introduction I'm creating a game where the player can obtain 1 to 3 stars for each level based on the score it gets (based on the completion time). The levels are grouped in "worlds" each of which is ...
Carlo Moretti's user avatar

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