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[Game Design] Any known Difficulty curve methods for a endless running game?
Hi everyone, I am working on an endless falling objects game for mobile.
I rank these objects based on certain score (based on criterias) they can make, the higher the better. Thus, generating only high score objects => Easy difficulty , low score objects => Hard
I want to define a game difficulty curve for this endless game (can be timed).
I have looked around the internet for tutorials but didn't find specific curve definition function (mathematical/statistical function) for a simple endless running game ? Am I taking the process wrong ?
Thanks
@makertoo One of the first design choices you need to make is how long you want a typical session to be. Sometimes, short & sweet can be more fun on mobile in particular, creating an underfeeding with a "just one more round!" loop effect. Say, 1-2 $$anonymous$$utes. Next, you can decide what positive, reinforcing events you want in any session, and at what ti$$anonymous$$ig -- maybe you decide you want at least one happy boost through gaining relevant score every 10-20 seconds. Having laid out those, you can look for tells (like "player generates very high score within 30 seconds") that push advanced players to the next level quicker, so that their need for a challenge is satisfied; you can also pepper your game with optional goodies which beginner players can ignore, but which advanced players can decide to hunt after in a self-challenge (think extra stars).
@JPhilipp Thank you for the reply. I am willing to have a game short, like a flappy bird or the running dinosaur on Chrome. At least for a first version, I am not willing to add elements, just keep it simple ( no discrete levels but rather a long party with growin difficulty). I am working alone on the game and I know that for a first version I must not be greedy. The highlight of the game is when the player collects great falling objects and have higher score.