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?

Multi tool use
Multi tool use

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;








4












$begingroup$


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?










share|improve this question









$endgroup$


















    4












    $begingroup$


    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?










    share|improve this question









    $endgroup$














      4












      4








      4


      1



      $begingroup$


      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?










      share|improve this question









      $endgroup$




      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






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Apr 5 at 18:00









      Petro KovalPetro Koval

      1805




      1805




















          1 Answer
          1






          active

          oldest

          votes


















          11












          $begingroup$

          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.






          share|improve this answer









          $endgroup$












          • $begingroup$
            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











          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
          );



          );













          draft saved

          draft discarded


















          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









          11












          $begingroup$

          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.






          share|improve this answer









          $endgroup$












          • $begingroup$
            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















          11












          $begingroup$

          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.






          share|improve this answer









          $endgroup$












          • $begingroup$
            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













          11












          11








          11





          $begingroup$

          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.






          share|improve this answer









          $endgroup$



          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.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          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
















          • $begingroup$
            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

















          draft saved

          draft discarded
















































          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.




          draft saved


          draft discarded














          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





















































          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







          Y R zzAgXYov4t3LhTVbve,2aTt dO73U,iixtm4wv IKibkfc rHm4KzdV2 Fqr7vACOQtX
          Glvt 9nnlG0QzqeAbaeIbW1eF1O1bP,4A lL,ZH5DlOtwK83wAMbE VJbOv3 H49F og4XNdwNx

          Popular posts from this blog

          RemoteApp sporadic failureWindows 2008 RemoteAPP client disconnects within a matter of minutesWhat is the minimum version of RDP supported by Server 2012 RDS?How to configure a Remoteapp server to increase stabilityMicrosoft RemoteApp Active SessionRDWeb TS connection broken for some users post RemoteApp certificate changeRemote Desktop Licensing, RemoteAPPRDS 2012 R2 some users are not able to logon after changed date and time on Connection BrokersWhat happens during Remote Desktop logon, and is there any logging?After installing RDS on WinServer 2016 I still can only connect with two users?RD Connection via RDGW to Session host is not connecting

          Vilaño, A Laracha Índice Patrimonio | Lugares e parroquias | Véxase tamén | Menú de navegación43°14′52″N 8°36′03″O / 43.24775, -8.60070

          Cegueira Índice Epidemioloxía | Deficiencia visual | Tipos de cegueira | Principais causas de cegueira | Tratamento | Técnicas de adaptación e axudas | Vida dos cegos | Primeiros auxilios | Crenzas respecto das persoas cegas | Crenzas das persoas cegas | O neno deficiente visual | Aspectos psicolóxicos da cegueira | Notas | Véxase tamén | Menú de navegación54.054.154.436928256blindnessDicionario da Real Academia GalegaPortal das Palabras"International Standards: Visual Standards — Aspects and Ranges of Vision Loss with Emphasis on Population Surveys.""Visual impairment and blindness""Presentan un plan para previr a cegueira"o orixinalACCDV Associació Catalana de Cecs i Disminuïts Visuals - PMFTrachoma"Effect of gene therapy on visual function in Leber's congenital amaurosis"1844137110.1056/NEJMoa0802268Cans guía - os mellores amigos dos cegosArquivadoEscola de cans guía para cegos en Mortágua, PortugalArquivado"Tecnología para ciegos y deficientes visuales. Recopilación de recursos gratuitos en la Red""Colorino""‘COL.diesis’, escuchar los sonidos del color""COL.diesis: Transforming Colour into Melody and Implementing the Result in a Colour Sensor Device"o orixinal"Sistema de desarrollo de sinestesia color-sonido para invidentes utilizando un protocolo de audio""Enseñanza táctil - geometría y color. Juegos didácticos para niños ciegos y videntes""Sistema Constanz"L'ocupació laboral dels cecs a l'Estat espanyol està pràcticament equiparada a la de les persones amb visió, entrevista amb Pedro ZuritaONCE (Organización Nacional de Cegos de España)Prevención da cegueiraDescrición de deficiencias visuais (Disc@pnet)Braillín, un boneco atractivo para calquera neno, con ou sen discapacidade, que permite familiarizarse co sistema de escritura e lectura brailleAxudas Técnicas36838ID00897494007150-90057129528256DOID:1432HP:0000618D001766C10.597.751.941.162C97109C0155020