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4 items tagged with difficulty

How to Keep Players Engaged (Without Being Evil)

https://www.youtube.com/watch?v=hbzGO_Qonu0

engagement pacing intensity difficulty core loop goals

How to keep players engaged, without addictive evil design? Pacing (varying the intensity) of the pillars (core gameplay) such as alternating puzzles with action or cutscenes; anticipation and foreshadowing (what's behind that giant door?), mysteries (including narrative), long-term goals like collectables or map completion, and compelling challenge (not too easy or difficult)

Making Levels With the Super Mario World Method: Skill Themes, Part 2

https://gamedevelopment.tutsplus.com/articles/making-levels-with-the-super-mario-world-method-skill-themes-part-2--cms-26110

Super Mario World CCST level design skills inversions difficulty

A look at momentum and inercepts in Super Mario World, and level design tool: inversions, such as having a power-up will block a player. Mixing these with intercepts creates different scenarios that require different levels of skill to pass.

How to Design Levels With the Super Mario World Method

https://gamedevelopment.tutsplus.com/articles/how-to-design-levels-with-the-super-mario-world-method--cms-25177

level design difficulty balance Super Mario World CCST

An introduction to the challenge, cadence, skill-theme system Nintendo uses in Mario and other games. You design challenges, evolve them into qualitatively different types, expand them into quantitatively bigger challenges, and ultimately combine these tools together to craft interesting, balanced challenges for players.

Skill-based bonus levels in Royal Match (Match-3)

https://twitter.com/emojipopcast/status/1379890929897598976

match-3 Royal Match game analysis difficulty

A short Twitter thread analyzing how Royal Match maintains a casual difficulty while providing high-skill bonus levels for expert players to try, every ten levels. These are optional, high-risk, high-reward levels.