LevelDesign.difficulty(you think, players think) = skip level button?

The biggest lesson I learned in my first LD entry this time, which I think a lot of other games stepping on the same rake in this LD: if you think your level is normal, it probably is difficult; and if you find your level "a bit difficult", it probably is unbeatable. This post discusses a bit about the problem and solution, and since I make a platformer, this post will pretty much be about that genre.

To begin with, it's very sad to see people failing and quitting your game. I have seen people quitting my game on the streams at level 2, while I introduce new mechanics at level 3 and 5. And people left frustrated - the level was too difficult. Even though I had a skip level button, none of the streamer uses it. What's going on here?

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So in one hand, you, the dev(s) of the game, have probably play tested the game extensively during 2 3 days. You probably know every trick, you are comfortable with the control, you don't need tutorials to play your own game, perhaps you even remember the whole map too - then there is no reason you do poorly with your levels (except if you're a terrible player like me). So when it comes to judging your game, all of these elements go out of the window, the level becomes so easy for you that you think shit it's too easy others would find it not challenging enough. I've got to bump up the difficulty. Eventually you would perhaps settle down for a level that you find "challenging, but beatable". Congratulations, other people play rating your game would probably never see the end of that level!

On the other hand, people play testing your game are of every kind, liking/being good at different genres. People will most likely spend 5 minutes playing your game if there is nothing making them fall in love with it. Yeah a game could be fun and they could play it all day, but if its not captivating, they rate you 4 for fun and that's it. If you care for the rating, that might be good enough for you. But if you care for the players going to the end, this will not happen with "not too difficult" levels. Worse, players may even quit the game before you introduce a new mechanic. You really don't want this to happen.

So what is the solution? - Check points: https://ldjam.com/events/ludum-dare/42/the-red-pixel is a game that applies this extensively, and that is very very effective for platformers with big levels. This won't work if your level is relatively small or if your game is of another genre.

  • Skip level button is nice, and it was the solution I did to my game, but I realized it wasnt really a good strategy: people don't want to use that, its like saying I cant beat this. The game is a challenge, no one wants skip it, unless they don't really care for it. So you will be in a situation where people who just try to get a glimpse of the game MAY see it all, and people who do care for your game struggle to go all the way through as if the skip button is of no help. But again, it would be nice if you have one, it still helps.

  • Make sure 90% of the game is in 2 first minutes. If you have some cool mechanic that you want to keep and reveal mid-game? DON'T! Show it right in the beginning. I made this mistake too, and I doubt that half of the people rated for my game even know that they will have a matter gun in level 3.

  • A perfect solution in my opinion: Gradually lowering the difficulty of the level by alternating the environment as the players fail to pass it. Do not have a skip level button at default to make them engage in the game, but do try to offer players that opportunity when they really need it. For example: you have spikes or walls or enemies? Start to cut down on them if you see players failing 2 or 3 times. If they fails for 5 times, offer a skip button, that's when players may need it and I think they will appreciate it. So this is my perfect solution in theory, I will try to implement that in the next platformer I do (if I ever make a second one after this).

Anyhow, that was my thought on LevelDesign.difficulty. If you haven't played my game of you have quit my game before level 3, you are welcome to give it another go here: https://ldjam.com/events/ludum-dare/42/space-invasion. Im very much into interactive environment in game, interactive tutorials, tool tips and all that so Im open for discussion about any of those topics as well.

Below is one of my hardest levels.

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Again, DO NOT make "not too difficult" levels!