Difficulty Curve Audit Checklist
This is a checklist for diagnosing difficulty problems specifically â where the power a game expects players to have drifts away from the power its encounters actually demand. For the broader system this sits inside, see How to Balance RPG Progression. If an audit turns up a gap you can't resolve on your own, GameMender offers a free consultation to work through it.
Difficulty problems almost always come down to two curves â expected player power and required encounter power â quietly disagreeing with each other. This checklist walks through mapping each curve, finding where they diverge, and checking for the specific mistakes that cause divergence most often. See all checklists and worksheets for related audits, including the full RPG progression checklist this one zooms in from.
Map Expected Player Power
- Define player power at each major content stage using realistic play patterns â average completion rate and average gear/level, not a best-case speedrun path.
- Pull actual telemetry where it exists rather than design-doc assumptions, since intended and actual pacing tend to drift apart once real content ships.
- Include optional-but-common sources of power (side content, crafting, a popular build) if a meaningful share of players actually use them before reaching each stage.
- Note the spread, not just the average â a wide gap between the 25th and 75th percentile player at a given stage means one fixed difficulty setting will fail a lot of people.
- Re-baseline this curve whenever early-game pacing changes, since a faster or slower start shifts expected power at every stage downstream.
Map Required Power Per Encounter
- For each boss or gated encounter, estimate the power actually required to clear it within a reasonable number of attempts, not the power required for a flawless clear.
- Separate raw stat-check difficulty (damage, health, resistances) from mechanical/skill difficulty, since the two need different fixes if a gap turns up.
- Check for encounters that assume a specific build, item, or ability the player may not have by that point, effectively raising required power above the intended baseline.
- Use the difficulty scaling calculator to model this curve numerically instead of relying on gut feel encounter by encounter.
- Confirm required power scales smoothly between major encounters rather than jumping only at boss fights, so minor content doesn't feel like a trivial gap between real tests.
Find the Gaps
- Plot expected player power and required power on the same axis and look for stages where the lines diverge rather than tracking each other.
- Treat a widening gap (player power pulling ahead) as a "too easy" signal â content stops feeling challenging even though nothing was explicitly nerfed.
- Treat a narrowing or crossing gap (required power pulling ahead) as a difficulty wall â this is usually where drop-off or frustration complaints cluster.
- Flag any stage where the gap changes size abruptly rather than gradually, since abrupt shifts usually mean one system was tuned in isolation from the rest.
- Cross-check gap locations against actual player drop-off or retry data if available â a mapped gap that doesn't show up in behavior may be smaller than it looks on paper.
Common Difficulty Mistakes to Check
- Check whether difficulty was tuned against internal testers who've played the encounter dozens of times rather than against a first-time player's realistic power and pattern knowledge.
- Look for one gate encounter that spikes far above the surrounding curve â a single wall like this does disproportionate damage to completion rates even if everything around it is well tuned.
- Verify difficulty settings (easy/normal/hard, if present) actually track the same required-power curve at different offsets, rather than only the default setting having been tuned carefully.
- Confirm difficulty has been re-validated after any content or economy change elsewhere in the game â a new gear tier, a currency change, or a buffed build can quietly move the expected-power curve without anyone retesting encounters against it. This is one of the most common hidden causes; see Preventing Power Creep for how it happens.
- Check that difficulty scaling tied to player level or gear (if the game auto-scales) is banded rather than fully continuous, so power gains between bands still feel felt instead of being immediately absorbed.
Illustrative example Say a mid-game boss was tuned by a designer who had cleared it dozens of times during development and knew every attack pattern cold. A first-time player with the same gear, but none of that pattern knowledge, needs meaningfully more effective power to clear it in a reasonable number of attempts â so the encounter reads as a difficulty wall for most players even though it tested fine internally. Mapping required power against a realistic (not expert) skill assumption is what catches this before launch.
FAQ: Difficulty Curve Audit
How is this different from the RPG progression checklist?
The RPG progression checklist covers the whole system â leveling pace, gear tiers, skill trees â with difficulty as one section among several. This checklist zooms in on just the difficulty side: mapping expected player power against required power per encounter, in enough detail to find the exact stage where the two curves stop matching.
Do I need exact numbers to do this audit, or can it be done qualitatively?
You can start qualitatively â playtesters flagging 'this felt too easy' or 'this felt unfair' at specific stages is a legitimate starting signal. But converting that into a rough numeric curve, even a spreadsheet with estimated power scores per stage, makes gaps far easier to spot and defend in a design conversation. The difficulty scaling calculator is built for exactly that conversion.
What's the most common mistake this checklist catches?
Difficulty tuned against internal testers instead of realistic players. A designer or QA tester who has run an encounter fifty times has memorized its patterns and outgeared normal expectations without noticing, so the encounter ends up calibrated to someone with far more practice and power than a typical player will have on a first attempt.
How often should this audit be re-run?
Any time something changes elsewhere in the game that shifts player power â a new gear tier, an economy change, a buff to a popular build, or a new pity or drop system. Difficulty curves are built against an assumed power curve, and when that assumption moves, the difficulty that used to feel right no longer does even though nothing about the encounters themselves changed.