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NORMALIZING PROGRESSION

How to balance the player progression among different skilled players.

Creating secondary resources that inversely affect a primary resource, helps regulate that said primary resource. This can provide a soft upper and lower bound on the player’s progression or power level and allows for more dynamic difficulty without eliminating the player’s sense of agency.

Pattern Implement

In our prototype, the player needs to collect enough cheese and hit a certain quota before going back to the mouse hole. This could be accumulated, as the quota is set to be the cheese that the player collects in several days. In this case, for highly skilled players, in order to meet the quota faster, they will take the risk of getting more traps on the way back home by collecting a lot of cheese on the same day. For normal players, they can collect just enough cheese each day and reduce the risk of having more traps appear on the platforms.

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