difficulty-design · git:20260913.9a372a5 · 2026-09-13 · sha256 67cb2bba333647d0
difficulty-design git:20260913.9a372a5A
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--- name: difficulty-design description: Use when a project needs explicit difficulty modes, scaling rules, challenge curves or assist policies with measurable outcomes instead of hidden HP-only inflation or genre-specific defaults. --- # Difficulty design Difficulty is a versioned project policy, not a fixed ordering of knobs. ## Contract Publish: - stable `difficulty_policy_id` and 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. ## Ownership This skill selects and evaluates the difficulty policy. It does not directly own combat clocks, hitboxes, economy ledgers, navigation, camera or save state. ## Rules 1. Scaling must be observable in project data or documentation; no silent rule changes that cannot be reproduced. 2. Static regions, level sync, rank-based scaling, adaptive systems and fixed challenge are all valid when explicitly chosen. 3. Readability comes from the owning tell/UI/accessibility contracts. High threat does not imply one universal tell length. 4. Compare changes in a declared measurement context; do not mix different builds, modes or player populations without labeling them. 5. A change that crosses another owner's contract reruns that owner's acceptance tests. ## Acceptance A reviewer can name the active policy/revision, what can change, what must remain stable, the measurement context and the evidence needed to show the intended challenge changed without hidden collateral rule changes.