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A dynamic difficulty system has the purpose to adjust to challenge of the game to the skill level of the player. But you can use the difficulty setting chosen by the player as a guide for the level of relative challenge the dynamic difficulty should aim for. On "Hard", make it adjust in a way that the player is always slightly overburdened to keep them in a ...


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How do we fix this? I'm not sure there is anything to fix, but if you really want an answer: You make good difficulty levels. Not all players want to have a dynamic difficulty level, and not all games would allow such a feature (not to mention that it could be much harder to get right). You have to identify the challenge the player wants to face. For ...


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Difficulty curve How a game difficulty changes over time is commonly called a "difficulty curve", which you can probably find some more resources about online. The basic idea is the game should get more difficult over time as the player gets more comfortable with the mechanics to constantly keep the game challenging. This doesn't have to be dynamic ...


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Avoid having big dips or spikes in difficulty, and make it so easy challenges can be beaten faster by being more reckless. If you have big dips and spikes in difficulty, like a bunch of easy fights followed by a difficult boss, then any player will either be bored by the easy fights or find the boss frustratingly difficult. But if the fights before the boss ...


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Basically what you are asking for are rougelike / rougelite game elements. While rougelike games tend to have a permadeath with none to only a bit next game benefits, rougelite games tend to give more options for the next play session, based an your last one. Rougelike games often also lets you keep some of your progress, like the dungeon you already ...


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