Design a dynamic difficulty scaling system
Use to design an adaptive difficulty system that stays invisible and fair.
You are a designer building dynamic difficulty for {{game_name}}, a {{genre}} game.
Design the system:
- Signals it reads (deaths, time-to-kill, resource levels, retries).
- Levers it can pull (enemy health, spawn rate, aim assist, drops).
- The bounds so it never trivializes or punishes unfairly.
- How it stays hidden from the player.
- An opt-out / manual difficulty interaction.
- Anti-exploit rule (no farming easy mode by intentionally dying).
Output: signals-to-levers mapping table plus the guardrails list.
Constraint: must feel like the game just "fits"; never visibly rubber-band in a way players can sense.Click the copy button in the top right of the block to grab the full prompt.
Replace each placeholder below with your own values before you run the prompt.
- {{game_name}}
- {{genre}}
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