Difficulty curve
Core feedback so far suggested the difficulty curve was far too random, during play testing this exact same feedback arose.
The main reason for this is the random procedural nature of the levels, during the development the only real factor impacting progression was the grid size, in order to soften the difficulty curve I introduced a difficulty level into the game.
After sitting down with the level design I realised the way to make the levels more or less difficult was to alter the number of blank spaces; more blank spaces meant more dead ends, and more moves taken to complete the level.
I still need work out exactly what the sweet spot here is (but I have added the difficulty setting in square brackets after the level counting, so I can monitor this).
The difficulty increases as a player is doing well, and lowers if a player is struggling, but the score increase is directly impacted by the difficulty achieved.
So the higher the difficulty the more points you gain from completing a level.
Get Into The Vortex
Into The Vortex
Puzzle your way into the vortex with a series of clicks and swipes
Status | In development |
Author | Desolate Sole Games |
Genre | Puzzle |
Tags | 2D, 3D, Space |
More posts
- Dijkstra's algorithmNov 24, 2020
- Another revision of the scoring systemNov 08, 2020
- All about level progressionOct 28, 2020
- New assets, camera and render pipelineOct 19, 2020
- Difficulty curve refinedOct 12, 2020
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