When to Use
When designing individual levels or encounters — from first-time player intro to end-game challenge.
Core Jobs
1. Define the Level's Purpose
Every level has one primary goal:
- Teach: introduce a mechanic (tutorial)
- Test: challenge players with what they've learned
- Rest: lower intensity — exploration, narrative, reward
- Boss: peak challenge + culmination of zone themes
Mix these across a campaign: teach → test → rest → boss.
2. Pacing and Challenge Curve
- Establish a baseline difficulty before ramping it up
- Never increase difficulty on multiple axes simultaneously (new enemy type + new mechanic + harder platforming = frustration)
- Place rewards near challenges (reward = dopamine hit after difficulty spike)
- If players are stuck, add a shortcut or safe zone — don't just make it easier