How to determine what difficulty is right for the game? The 2019 Stack Overflow Developer Survey Results Are InHow is game difficulty tested/balanced?What name should I give each difficulty level?Connect-three game: Increasing level-of-difficulty as play progressesMusic Rhythm Game Difficulty QuestionHow can I estimate the difficulty of user-generated content in my puzzle game?How can I procedurally generate the right difficulty of enemy waves?Incentive for players to choose hard difficultyMatching game difficultyWhat is the logic behind these design decisions regarding difficulty levels?How can I prepare the different difficulty levels for my game?
Does light intensity oscillate really fast since it is a wave?
How to make payment on the internet without leaving a money trail?
Are there any other methods to apply to solving simultaneous equations?
Can the Protection from Evil and Good spell be used on the caster?
How long do I have to send my income tax payment to the IRS?
What is the best strategy for white in this position?
The difference between dialogue marks
What is the meaning of Triage in Cybersec world?
Are USB sockets on wall outlets live all the time, even when the switch is off?
Realistic Alternatives to Dust: What Else Could Feed a Plankton Bloom?
Why do UK politicians seemingly ignore opinion polls on Brexit?
Does it makes sense to buy a new cycle to learn riding?
Which Sci-Fi work first showed weapon of galactic-scale mass destruction?
What could be the right powersource for 15 seconds lifespan disposable giant chainsaw?
What spell level should this homebrew After-Image spell be?
What is the motivation for a law requiring 2 parties to consent for recording a conversation
How to create dashed lines/arrows in Illustrator
Unbreakable Formation vs. Cry of the Carnarium
Could a US political party gain complete control over the government by removing checks & balances?
On the insanity of kings as an argument against monarchy
In microwave frequencies, do you use a circulator when you need a (near) perfect diode?
aging parents with no investments
Patience, young "Padovan"
Pristine Bit Checking
How to determine what difficulty is right for the game?
The 2019 Stack Overflow Developer Survey Results Are InHow is game difficulty tested/balanced?What name should I give each difficulty level?Connect-three game: Increasing level-of-difficulty as play progressesMusic Rhythm Game Difficulty QuestionHow can I estimate the difficulty of user-generated content in my puzzle game?How can I procedurally generate the right difficulty of enemy waves?Incentive for players to choose hard difficultyMatching game difficultyWhat is the logic behind these design decisions regarding difficulty levels?How can I prepare the different difficulty levels for my game?
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
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 level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
$endgroup$
add a comment |
$begingroup$
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 level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
$endgroup$
add a comment |
$begingroup$
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 level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
$endgroup$
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 level (well at least for me). They are both considered hyper-casual, both target mass casual audience and both have market success.
If two so similar games have such decent difference in difficulty how to determine that the difficulty of my game is just right? It's easy to say that it's subjective but when you invest so much time in your project you need to have at least some benchmark to work with. How to define this benchmark?
game-design difficulty
game-design difficulty
asked Apr 5 at 18:00
Petro KovalPetro Koval
1805
1805
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
4
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
add a comment |
Your Answer
StackExchange.ifUsing("editor", function ()
return StackExchange.using("mathjaxEditing", function ()
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
);
);
, "mathjax-editing");
StackExchange.ifUsing("editor", function ()
StackExchange.using("externalEditor", function ()
StackExchange.using("snippets", function ()
StackExchange.snippets.init();
);
);
, "code-snippets");
StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "53"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);
else
createEditor();
);
function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);
);
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f169739%2fhow-to-determine-what-difficulty-is-right-for-the-game%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
4
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
add a comment |
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
4
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
add a comment |
$begingroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
$endgroup$
Playtest, playtest, playtest.
Get testers from your target demographic, let them play the game, and see which parts of the game are so difficult they are frustrating and which parts are so easy they are boring.
Get new testers from time to time which are not yet familiar with your game ("kleenex testers") so they tell you the difficulty from the perspective of a new player.
answered Apr 5 at 18:03
PhilippPhilipp
81.9k20193243
81.9k20193243
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
4
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
add a comment |
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
4
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game.
$endgroup$
– lilKriT
Apr 5 at 18:12
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
$begingroup$
Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo?
$endgroup$
– Petro Koval
Apr 5 at 18:18
4
4
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not).
$endgroup$
– Dukeling
Apr 5 at 19:23
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
@PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...."
$endgroup$
– Cort Ammon
Apr 6 at 18:03
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
$begingroup$
I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot!
$endgroup$
– Cort Ammon
Apr 6 at 18:04
add a comment |
Thanks for contributing an answer to Game Development Stack Exchange!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
Use MathJax to format equations. MathJax reference.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fgamedev.stackexchange.com%2fquestions%2f169739%2fhow-to-determine-what-difficulty-is-right-for-the-game%23new-answer', 'question_page');
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown