Game Design Library is a hand-curated, catalogued collection of game design links. Learn more
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)
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.
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.
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.