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Sounds interesting, but really what ever happened to 'easy, medium, hard, insane'?

Also, while this solution sounds elegant, in most cases difficulty spikes are the result of a balance issue with the game design, and I'd hope that identifying and removing these during testing would remain a focus also (i.e. the problem with this solution is in some ways it covers for game design errors).



Try to be reasonable... its easier than you think...