Add comprehensive level progression system documentation
This commit is contained in:
@@ -1,349 +1,327 @@
|
||||
# Level Progression Design
|
||||
# Level Progression System - Neural Nexus
|
||||
|
||||
## Difficulty Scaling Philosophy
|
||||
## Overview
|
||||
|
||||
### Core Principles
|
||||
1. **Gradual Learning Curve**: Each level introduces complexity at a manageable pace
|
||||
2. **Flow State Maintenance**: Difficulty increases to match growing player skill
|
||||
3. **Recovery Levels**: Occasional easier levels to prevent frustration
|
||||
4. **Skill Validation**: Regular challenges that test mastered concepts
|
||||
The level progression system in Neural Nexus is designed to provide a smooth learning curve that gradually introduces complexity while maintaining player engagement. The system balances challenge escalation with skill development to create optimal flow state.
|
||||
|
||||
### Mathematical Progression
|
||||
## Progression Algorithm
|
||||
|
||||
### Node Count Scaling
|
||||
```javascript
|
||||
const levelProgression = {
|
||||
// Node count progression
|
||||
nodeCount: (level) => Math.min(3 + Math.floor(level / 2), 12),
|
||||
|
||||
// Connection complexity
|
||||
connectionCount: (level) => {
|
||||
const nodes = nodeCount(level);
|
||||
return Math.min(nodes - 1 + Math.floor(level / 3), nodes * 1.5);
|
||||
},
|
||||
|
||||
// Time pressure
|
||||
timeLimit: (level) => Math.max(30, 60 - Math.floor(level / 3) * 2),
|
||||
|
||||
// Pattern complexity score
|
||||
complexityScore: (level) => Math.min(level * 0.8 + 2, 10)
|
||||
};
|
||||
const nodeCount = Math.min(5 + Math.floor(level * 0.7), 12);
|
||||
```
|
||||
|
||||
## Level Archetypes
|
||||
**Progression Curve:**
|
||||
- **Levels 1-3**: 5-6 nodes (learning phase)
|
||||
- **Levels 4-7**: 6-8 nodes (skill building)
|
||||
- **Levels 8-12**: 8-10 nodes (competency development)
|
||||
- **Levels 13-20**: 10-12 nodes (mastery phase)
|
||||
- **Levels 21+**: 12 nodes (expert challenge)
|
||||
|
||||
### Tutorial Levels (1-3)
|
||||
**Purpose**: Teach basic mechanics
|
||||
**Node Count**: 3-4
|
||||
**Pattern Types**: Simple chains, basic shapes
|
||||
**Time Limit**: 60 seconds (generous)
|
||||
**Design Rationale:**
|
||||
- Exponential growth prevents overwhelming new players
|
||||
- Cap at 12 nodes maintains visual clarity on mobile devices
|
||||
- Gradual increase allows pattern recognition skill development
|
||||
- Consistent maximum ensures predictable complexity ceiling
|
||||
|
||||
### Connection Complexity
|
||||
```javascript
|
||||
// Example Level 1 pattern
|
||||
const level1 = {
|
||||
nodes: 3,
|
||||
pattern: [[0, 1], [1, 2]], // Simple chain A→B→C
|
||||
type: 'linear_chain',
|
||||
tutorial: 'Connect the nodes by dragging from one to another'
|
||||
};
|
||||
|
||||
// Example Level 2 pattern
|
||||
const level2 = {
|
||||
nodes: 4,
|
||||
pattern: [[0, 1], [0, 2], [0, 3]], // Hub pattern
|
||||
type: 'hub',
|
||||
tutorial: 'One node can connect to multiple others'
|
||||
};
|
||||
const connectionCount = Math.min(
|
||||
nodeCount - 1 + Math.floor(level / 2),
|
||||
nodeCount * 2
|
||||
);
|
||||
```
|
||||
|
||||
### Skill Building Levels (4-10)
|
||||
**Purpose**: Develop pattern recognition
|
||||
**Node Count**: 4-6
|
||||
**Pattern Types**: Hubs, simple networks, parallel chains
|
||||
**Time Limit**: 55-60 seconds
|
||||
**Connection Density:**
|
||||
- **Early Levels**: Minimum spanning tree (nodeCount - 1 connections)
|
||||
- **Mid Levels**: Additional parallel paths (+1-3 connections)
|
||||
- **Advanced Levels**: Near-complete graphs (approaching nodeCount * 2)
|
||||
|
||||
**Complexity Examples:**
|
||||
- Level 1: 5 nodes, 4 connections (simple chain)
|
||||
- Level 5: 6 nodes, 6 connections (basic network)
|
||||
- Level 10: 9 nodes, 13 connections (complex web)
|
||||
- Level 20: 12 nodes, 19 connections (dense network)
|
||||
|
||||
### Time Limit Progression
|
||||
```javascript
|
||||
// Level design templates
|
||||
const skillBuildingTemplates = {
|
||||
doubleHub: {
|
||||
description: 'Two hub nodes with overlapping connections',
|
||||
complexity: 4,
|
||||
example: [[0, 2], [0, 3], [1, 2], [1, 3]]
|
||||
},
|
||||
|
||||
parallelChains: {
|
||||
description: 'Multiple independent connection chains',
|
||||
complexity: 3,
|
||||
example: [[0, 1], [1, 2], [3, 4], [4, 5]]
|
||||
},
|
||||
|
||||
triangle: {
|
||||
description: 'Basic geometric shape',
|
||||
complexity: 3,
|
||||
example: [[0, 1], [1, 2], [2, 0]]
|
||||
}
|
||||
};
|
||||
const timeLimit = Math.max(45, 60 - Math.floor(level / 3) * 2);
|
||||
```
|
||||
|
||||
### Challenge Levels (11-20)
|
||||
**Purpose**: Test mastery with complex patterns
|
||||
**Node Count**: 6-9
|
||||
**Pattern Types**: Complex networks, geometric shapes, asymmetric designs
|
||||
**Time Limit**: 45-55 seconds
|
||||
**Time Allocation:**
|
||||
- **Levels 1-2**: 60 seconds (generous learning time)
|
||||
- **Levels 3-5**: 58 seconds (slight pressure introduction)
|
||||
- **Levels 6-8**: 56 seconds (building urgency)
|
||||
- **Levels 9-11**: 54 seconds (moderate pressure)
|
||||
- **Levels 12+**: Continues decreasing by 2 seconds every 3 levels
|
||||
- **Minimum**: 45 seconds (maintains playability)
|
||||
|
||||
```javascript
|
||||
const challengeTemplates = {
|
||||
star: {
|
||||
description: 'Central hub with outer ring connections',
|
||||
complexity: 6,
|
||||
nodeCount: 7,
|
||||
centerNode: true
|
||||
},
|
||||
|
||||
mesh: {
|
||||
description: 'Highly interconnected network',
|
||||
complexity: 7,
|
||||
connectionDensity: 0.6 // 60% of possible connections
|
||||
},
|
||||
|
||||
symmetrical: {
|
||||
description: 'Mirror-image patterns',
|
||||
complexity: 5,
|
||||
symmetryType: 'vertical' // or 'horizontal', 'rotational'
|
||||
}
|
||||
};
|
||||
## Level Design Philosophy
|
||||
|
||||
### Phase 1: Introduction (Levels 1-5)
|
||||
**Objective**: Teach core mechanics without frustration
|
||||
|
||||
**Pattern Characteristics:**
|
||||
- Simple linear chains (A→B→C)
|
||||
- Clear source and target nodes
|
||||
- Obvious connection paths
|
||||
- Minimal branching
|
||||
- Forgiving time limits
|
||||
|
||||
**Example Patterns:**
|
||||
```
|
||||
Level 1: O---O---O (3 nodes, 2 connections)
|
||||
Level 2: O---O---O---O (4 nodes, 3 connections)
|
||||
Level 3: O (5 nodes, 4 connections)
|
||||
/|\
|
||||
O-O-O
|
||||
```
|
||||
|
||||
### Master Levels (21+)
|
||||
**Purpose**: Ultimate skill test
|
||||
**Node Count**: 9-12
|
||||
**Pattern Types**: Complex geometric shapes, dense networks, multi-hub systems
|
||||
**Time Limit**: 30-45 seconds
|
||||
**Success Criteria:**
|
||||
- 95% completion rate for levels 1-3
|
||||
- Average completion time under 30 seconds
|
||||
- Players understand connection mechanics
|
||||
- No confusion about objectives
|
||||
|
||||
### Phase 2: Skill Building (Levels 6-15)
|
||||
**Objective**: Develop pattern recognition and strategic thinking
|
||||
|
||||
**Pattern Characteristics:**
|
||||
- Hub-and-spoke patterns
|
||||
- Simple symmetrical designs
|
||||
- Multiple valid solution paths
|
||||
- Introduction of parallel connections
|
||||
- Moderate time pressure
|
||||
|
||||
**Example Patterns:**
|
||||
```
|
||||
Level 8: O-O-O (6 nodes, 7 connections)
|
||||
|/|\|
|
||||
O-O-O
|
||||
|
||||
Level 12: O (8 nodes, 11 connections)
|
||||
/ | \
|
||||
O--O--O
|
||||
\ | /
|
||||
\|/
|
||||
O
|
||||
```
|
||||
|
||||
**Success Criteria:**
|
||||
- 80% completion rate for levels 6-10
|
||||
- Players develop efficient connection strategies
|
||||
- Reduced hesitation in pattern recognition
|
||||
- Consistent improvement in completion times
|
||||
|
||||
### Phase 3: Challenge (Levels 16-30)
|
||||
**Objective**: Test mastery and provide satisfying difficulty
|
||||
|
||||
**Pattern Characteristics:**
|
||||
- Complex interconnected networks
|
||||
- Near-optimal path planning required
|
||||
- High connection density
|
||||
- Increased time pressure
|
||||
- Multiple interdependent components
|
||||
|
||||
**Example Patterns:**
|
||||
```
|
||||
Level 20: O-O-O-O (10 nodes, 16 connections)
|
||||
|X|X|X| (X represents crossing connections)
|
||||
O-O-O-O
|
||||
|X|X|
|
||||
O-O
|
||||
```
|
||||
|
||||
**Success Criteria:**
|
||||
- 60% completion rate for levels 16-20
|
||||
- Players demonstrate advanced pattern recognition
|
||||
- Strategic planning becomes evident
|
||||
- High replay value for optimization
|
||||
|
||||
### Phase 4: Mastery (Levels 31+)
|
||||
**Objective**: Provide endless challenge for expert players
|
||||
|
||||
**Pattern Characteristics:**
|
||||
- Maximum complexity within constraints
|
||||
- Algorithmic pattern generation
|
||||
- Emphasis on optimization
|
||||
- Tight time constraints
|
||||
- Pattern variations to prevent memorization
|
||||
|
||||
**Design Principles:**
|
||||
- Every level should be solvable within time limit
|
||||
- Patterns avoid pure trial-and-error approaches
|
||||
- Visual clarity maintained despite complexity
|
||||
- Reward efficient solutions with better scores
|
||||
|
||||
## Pattern Generation Algorithm
|
||||
|
||||
### Basic Algorithm
|
||||
### Basic Generation Process
|
||||
```javascript
|
||||
function generateLevelPattern(levelNumber) {
|
||||
const config = getLevelConfig(levelNumber);
|
||||
const nodes = generateNodePositions(config.nodeCount);
|
||||
const pattern = generateConnectionPattern(nodes, config);
|
||||
function generateLevel(level) {
|
||||
// 1. Calculate parameters
|
||||
const nodeCount = calculateNodeCount(level);
|
||||
const connectionCount = calculateConnectionCount(level, nodeCount);
|
||||
const timeLimit = calculateTimeLimit(level);
|
||||
|
||||
return {
|
||||
nodes,
|
||||
targetConnections: pattern,
|
||||
timeLimit: config.timeLimit,
|
||||
complexity: calculateComplexity(pattern)
|
||||
};
|
||||
// 2. Place nodes in circular arrangement with variation
|
||||
const nodes = generateNodePositions(nodeCount);
|
||||
|
||||
// 3. Generate valid connection pattern
|
||||
const pattern = generateConnectionPattern(nodes, connectionCount);
|
||||
|
||||
// 4. Ensure pattern is solvable
|
||||
validatePattern(pattern, timeLimit);
|
||||
|
||||
return { nodes, pattern, timeLimit };
|
||||
}
|
||||
```
|
||||
|
||||
function getLevelConfig(level) {
|
||||
if (level <= 3) return tutorialConfig(level);
|
||||
if (level <= 10) return skillBuildingConfig(level);
|
||||
if (level <= 20) return challengeConfig(level);
|
||||
return masterConfig(level);
|
||||
### Node Placement Strategy
|
||||
```javascript
|
||||
function generateNodePositions(count) {
|
||||
const positions = [];
|
||||
const centerX = canvas.width / 2;
|
||||
const centerY = canvas.height / 2;
|
||||
const radius = Math.min(canvas.width, canvas.height) * 0.3;
|
||||
|
||||
for (let i = 0; i < count; i++) {
|
||||
const angle = (i / count) * Math.PI * 2;
|
||||
const x = centerX + Math.cos(angle) * radius + randomVariation();
|
||||
const y = centerY + Math.sin(angle) * radius + randomVariation();
|
||||
|
||||
positions.push({ x, y, id: i, type: determineNodeType(i, count) });
|
||||
}
|
||||
|
||||
return positions;
|
||||
}
|
||||
```
|
||||
|
||||
### Pattern Validation
|
||||
```javascript
|
||||
function validatePattern(nodes, connections) {
|
||||
const checks = {
|
||||
isConnected: validateConnectivity(nodes, connections),
|
||||
hasReasonableComplexity: validateComplexity(connections),
|
||||
isAesthetic: validateAesthetics(nodes, connections),
|
||||
isSolvable: validateSolvability(connections)
|
||||
};
|
||||
function validatePattern(pattern, timeLimit) {
|
||||
// Ensure pattern is connected
|
||||
if (!isConnectedGraph(pattern)) {
|
||||
throw new Error('Pattern must form connected graph');
|
||||
}
|
||||
|
||||
return Object.values(checks).every(check => check === true);
|
||||
}
|
||||
|
||||
function validateConnectivity(nodes, connections) {
|
||||
// Ensure all nodes are part of the pattern (no isolated nodes)
|
||||
const connectedNodes = new Set();
|
||||
connections.forEach(([a, b]) => {
|
||||
connectedNodes.add(a);
|
||||
connectedNodes.add(b);
|
||||
});
|
||||
// Estimate solution time
|
||||
const estimatedTime = estimateSolutionTime(pattern);
|
||||
if (estimatedTime > timeLimit * 0.8) {
|
||||
throw new Error('Pattern too complex for time limit');
|
||||
}
|
||||
|
||||
return connectedNodes.size === nodes.length;
|
||||
// Check visual clarity
|
||||
if (hasOverlappingConnections(pattern)) {
|
||||
throw new Error('Pattern has unclear visual elements');
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
```
|
||||
|
||||
## Difficulty Balancing
|
||||
|
||||
### Complexity Factors
|
||||
```javascript
|
||||
const complexityFactors = {
|
||||
nodeCount: {
|
||||
weight: 2.0,
|
||||
calculate: (nodes) => nodes
|
||||
},
|
||||
|
||||
connectionDensity: {
|
||||
weight: 1.5,
|
||||
calculate: (connections, nodes) => connections.length / (nodes * (nodes - 1) / 2)
|
||||
},
|
||||
|
||||
patternSymmetry: {
|
||||
weight: -0.5, // Symmetric patterns are easier
|
||||
calculate: (connections) => calculateSymmetryScore(connections)
|
||||
},
|
||||
|
||||
crossingConnections: {
|
||||
weight: 1.0,
|
||||
calculate: (connections, nodePositions) => countCrossings(connections, nodePositions)
|
||||
}
|
||||
};
|
||||
### Player Skill Metrics
|
||||
The system tracks implicit player skill indicators:
|
||||
- **Completion Time**: Average time to complete levels
|
||||
- **Accuracy**: Ratio of valid to invalid connection attempts
|
||||
- **Efficiency**: Optimal vs actual connection sequence
|
||||
- **Consistency**: Variance in performance across similar levels
|
||||
|
||||
function calculateLevelComplexity(level) {
|
||||
let totalComplexity = 0;
|
||||
### Dynamic Adjustment (Future Feature)
|
||||
```javascript
|
||||
function adjustDifficulty(playerMetrics, level) {
|
||||
const skillLevel = calculateSkillLevel(playerMetrics);
|
||||
const baseComplexity = getBaseComplexity(level);
|
||||
|
||||
Object.entries(complexityFactors).forEach(([factor, config]) => {
|
||||
const value = config.calculate(level);
|
||||
totalComplexity += value * config.weight;
|
||||
});
|
||||
// Adjust complexity based on player performance
|
||||
if (skillLevel > 1.2) {
|
||||
return baseComplexity * 1.1; // Increase challenge
|
||||
} else if (skillLevel < 0.8) {
|
||||
return baseComplexity * 0.9; // Reduce challenge
|
||||
}
|
||||
|
||||
return totalComplexity;
|
||||
return baseComplexity; // Maintain standard progression
|
||||
}
|
||||
```
|
||||
|
||||
### Dynamic Difficulty Adjustment
|
||||
```javascript
|
||||
class DifficultyAdjuster {
|
||||
constructor() {
|
||||
this.playerPerformance = [];
|
||||
this.adjustmentThreshold = 3; // Adjust after 3 consecutive fails/successes
|
||||
}
|
||||
|
||||
recordPerformance(level, completed, timeRemaining) {
|
||||
this.playerPerformance.push({
|
||||
level,
|
||||
completed,
|
||||
timeRemaining,
|
||||
timestamp: Date.now()
|
||||
});
|
||||
|
||||
this.considerAdjustment();
|
||||
}
|
||||
|
||||
considerAdjustment() {
|
||||
const recent = this.playerPerformance.slice(-this.adjustmentThreshold);
|
||||
|
||||
if (recent.length < this.adjustmentThreshold) return;
|
||||
|
||||
const allFailed = recent.every(p => !p.completed);
|
||||
const allSucceeded = recent.every(p => p.completed && p.timeRemaining > 10);
|
||||
|
||||
if (allFailed) {
|
||||
this.suggestEasierLevel();
|
||||
} else if (allSucceeded) {
|
||||
this.suggestHarderLevel();
|
||||
}
|
||||
}
|
||||
|
||||
suggestEasierLevel() {
|
||||
// Reduce complexity by decreasing connections or increasing time
|
||||
console.log('Player struggling - suggest reducing complexity');
|
||||
}
|
||||
|
||||
suggestHarderLevel() {
|
||||
// Increase complexity or reduce time
|
||||
console.log('Player excelling - suggest increasing complexity');
|
||||
}
|
||||
}
|
||||
```
|
||||
### Balancing Principles
|
||||
1. **Fail-Forward Design**: Failure teaches rather than punishes
|
||||
2. **Multiple Success Paths**: Avoid single "correct" solutions when possible
|
||||
3. **Predictable Escalation**: Players can anticipate difficulty increases
|
||||
4. **Skill Transfer**: Patterns teach techniques useful in later levels
|
||||
5. **Recovery Opportunities**: Difficult levels followed by easier consolidation
|
||||
|
||||
## Level Testing and Validation
|
||||
## Testing and Iteration
|
||||
|
||||
### Playtesting Metrics
|
||||
```javascript
|
||||
const playtestingMetrics = {
|
||||
completionRate: {
|
||||
target: '>80% for levels 1-10, >60% for levels 11-20, >40% for levels 21+',
|
||||
measure: (attempts, completions) => completions / attempts
|
||||
},
|
||||
|
||||
averageTime: {
|
||||
target: '50-80% of time limit used',
|
||||
measure: (completionTimes, timeLimit) => completionTimes.reduce((a, b) => a + b) / completionTimes.length / timeLimit
|
||||
},
|
||||
|
||||
retryRate: {
|
||||
target: '<30% of players retry level',
|
||||
measure: (retries, attempts) => retries / attempts
|
||||
},
|
||||
|
||||
engagementScore: {
|
||||
target: 'Players continue to next level >90% of time',
|
||||
measure: (continuations, completions) => continuations / completions
|
||||
}
|
||||
};
|
||||
```
|
||||
- **Completion Rates**: Target 70%+ for each difficulty phase
|
||||
- **Time Distribution**: Histogram of completion times per level
|
||||
- **Abandonment Points**: Where players stop playing
|
||||
- **Replay Patterns**: Which levels players retry most
|
||||
|
||||
### A/B Testing Framework
|
||||
```javascript
|
||||
class LevelTester {
|
||||
constructor() {
|
||||
this.variants = {};
|
||||
this.results = {};
|
||||
}
|
||||
|
||||
addVariant(levelNumber, variantName, pattern) {
|
||||
if (!this.variants[levelNumber]) {
|
||||
this.variants[levelNumber] = {};
|
||||
}
|
||||
this.variants[levelNumber][variantName] = pattern;
|
||||
}
|
||||
|
||||
getVariantForPlayer(levelNumber, playerId) {
|
||||
const variants = Object.keys(this.variants[levelNumber] || {});
|
||||
if (variants.length === 0) return null;
|
||||
|
||||
// Deterministic assignment based on player ID
|
||||
const variantIndex = hashPlayerId(playerId) % variants.length;
|
||||
return variants[variantIndex];
|
||||
}
|
||||
|
||||
recordResult(levelNumber, variantName, result) {
|
||||
const key = `${levelNumber}-${variantName}`;
|
||||
if (!this.results[key]) {
|
||||
this.results[key] = [];
|
||||
}
|
||||
this.results[key].push(result);
|
||||
}
|
||||
|
||||
analyzeResults(levelNumber) {
|
||||
const variants = this.variants[levelNumber];
|
||||
const analysis = {};
|
||||
|
||||
Object.keys(variants).forEach(variant => {
|
||||
const results = this.results[`${levelNumber}-${variant}`] || [];
|
||||
analysis[variant] = {
|
||||
completionRate: results.filter(r => r.completed).length / results.length,
|
||||
averageTime: results.reduce((sum, r) => sum + r.timeUsed, 0) / results.length,
|
||||
playerFeedback: results.map(r => r.satisfaction).filter(Boolean)
|
||||
};
|
||||
});
|
||||
|
||||
return analysis;
|
||||
}
|
||||
const levelVariants = {
|
||||
control: generateStandardLevel(level),
|
||||
variant: generateAlternativeLevel(level),
|
||||
test: generateExperimentalLevel(level)
|
||||
};
|
||||
|
||||
function trackLevelPerformance(variant, playerResults) {
|
||||
// Record completion rate, time, satisfaction
|
||||
analytics.track('level_performance', {
|
||||
variant,
|
||||
level,
|
||||
completed: playerResults.completed,
|
||||
time: playerResults.completionTime,
|
||||
attempts: playerResults.attempts
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
## Special Level Types
|
||||
### Continuous Improvement
|
||||
- **Weekly Analysis**: Review player performance data
|
||||
- **Monthly Balancing**: Adjust difficult outlier levels
|
||||
- **Quarterly Evolution**: Introduce new pattern types
|
||||
- **Annual Overhaul**: Comprehensive progression review
|
||||
|
||||
### Bonus Levels
|
||||
**Frequency**: Every 10 levels
|
||||
**Purpose**: Reward progress with fun, creative challenges
|
||||
**Characteristics**: Unique mechanics, relaxed time pressure, special visual effects
|
||||
## Future Enhancements
|
||||
|
||||
### Recovery Levels
|
||||
**Frequency**: After 3 consecutive failures
|
||||
**Purpose**: Rebuild confidence and momentum
|
||||
**Characteristics**: Slightly easier than expected, familiar patterns, generous time
|
||||
### Adaptive Progression
|
||||
- Machine learning-based difficulty adjustment
|
||||
- Personalized level generation based on player strengths
|
||||
- Dynamic time limits based on individual performance
|
||||
- Skill-based matchmaking for competitive modes
|
||||
|
||||
### Skill Check Levels
|
||||
**Frequency**: Levels 10, 20, 30, etc.
|
||||
**Purpose**: Validate mastery before advancing to next tier
|
||||
**Characteristics**: Comprehensive challenge using all learned concepts
|
||||
### Content Expansion
|
||||
- Themed level packs with unique mechanics
|
||||
- Community-generated level sharing
|
||||
- Seasonal events with special progression tracks
|
||||
- Achievement-based unlock system for advanced levels
|
||||
|
||||
This progression system ensures players remain engaged while being appropriately challenged throughout their journey.
|
||||
### Accessibility Options
|
||||
- Colorblind-friendly pattern variations
|
||||
- Simplified patterns for cognitive accessibility
|
||||
- Extended time limits for motor accessibility
|
||||
- Tutorial replay system for learning reinforcement
|
||||
|
||||
## Success Metrics
|
||||
|
||||
### Player Retention Indicators
|
||||
- **Session Length**: Average time spent per play session
|
||||
- **Return Rate**: Percentage of players returning within 24 hours
|
||||
- **Progression Rate**: Average levels completed per session
|
||||
- **Satisfaction Score**: Implicit satisfaction based on play patterns
|
||||
|
||||
### Difficulty Curve Validation
|
||||
- **Completion Rate Curve**: Smooth decline from 90% to 60% across levels
|
||||
- **Time Investment Curve**: Gradual increase in average completion time
|
||||
- **Replay Frequency**: Higher replay on challenging but fair levels
|
||||
- **Abandonment Analysis**: Minimal dropoff at any single difficulty spike
|
||||
|
||||
The level progression system serves as the backbone of player engagement, ensuring that Neural Nexus provides a consistently challenging and rewarding experience that grows with the player's developing skills.
|
||||
|
||||
Last Updated: June 2025
|
||||
Next Review: July 2025 (Monthly progression analysis)
|
||||
Reference in New Issue
Block a user