difficulty-design
Installation
SKILL.md
Difficulty design
Difficulty is a versioned project policy, not a fixed ordering of knobs.
Contract
Publish:
- stable
difficulty_policy_idand revision - named mode/scaling policy
- affected systems and excluded systems
- measurement context: build, segment, player cohort or test mode
- challenge metrics and guardrails
- transition/switch rules, including whether mid-session changes are allowed
- evidence required to accept a tuning change
Possible levers include space, information, resources, enemy composition, timing windows, numbers, assists, checkpoints or other project-defined systems. Their order and use depend on the game.