Generate a dynamic difficulty system design
Generates a dynamic difficulty adjustment system design for games with player skill tracking and adaptive mechanics.
/plugin marketplace add sponticelli/gamedev-claude-plugins/plugin install ai-systems@gamedev-claude-pluginsCreate a dynamic difficulty adjustment system design.
Before generating the difficulty curve, understand the game:
Use this context to design appropriate difficulty system.
# Difficulty System: [Game Name]
## Overview
**Approach:** [Fixed/Adaptive/Hybrid]
**Player control:** [Full/Partial/None]
**Adjustment speed:** [Aggressive/Moderate/Gentle]
## Difficulty Levels (if explicit)
| Level | Target Audience | Key Differences |
|-------|-----------------|-----------------|
| [Easy] | [Who] | [What changes] |
| [Normal] | [Who] | [Baseline] |
| [Hard] | [Who] | [What changes] |
## Player Skill Tracking
### Metrics
| Metric | Weight | Collection |
|--------|--------|------------|
| [Metric] | [Importance] | [How measured] |
### Skill Estimation
**Formula:** [How skill is calculated]
**Window:** [How much history is used]
**Smoothing:** [How spikes are handled]
### Performance Bands
| Band | Skill Range | Response |
|------|-------------|----------|
| [Struggling] | [0-X] | [Easier] |
| [Appropriate] | [X-Y] | [Maintain] |
| [Dominating] | [Y-100] | [Harder] |
## Adjustment Mechanisms
### Enemy Adjustments
| Element | Easy | Normal | Hard | Adaptive Range |
|---------|------|--------|------|----------------|
| Health | [%] | 100% | [%] | [Min-Max %] |
| Damage | [%] | 100% | [%] | [Min-Max %] |
| Speed | [%] | 100% | [%] | [Min-Max %] |
| Count | [%] | 100% | [%] | [Min-Max %] |
### Player Adjustments
| Element | Easy | Normal | Hard | Adaptive Range |
|---------|------|--------|------|----------------|
| Health | [%] | 100% | [%] | [Min-Max %] |
| Damage | [%] | 100% | [%] | [Min-Max %] |
| Resources | [%] | 100% | [%] | [Min-Max %] |
### System Adjustments
| Element | Effect | When Applied |
|---------|--------|--------------|
| [Element] | [What changes] | [Trigger] |
## Target Experience
### Flow Metrics
| Metric | Target | Too Low | Too High |
|--------|--------|---------|----------|
| Death rate | [X/hr] | Increase diff | Decrease diff |
| Time per encounter | [Xm] | [Action] | [Action] |
| Resource usage | [X%] | [Action] | [Action] |
### Pacing Curve
Challenge ↑ │ ╱╲ ╱╲ │ ╱ ╲ ╱ ╲ │ ╱ ╲ ╲ │╱ ╲ └─────────────────────────→ Tutorial Mid-game End
## Special Rules
### Mercy Mechanics
| Trigger | Action | Reset |
|---------|--------|-------|
| [X deaths on boss] | [Reduce boss health] | [After victory] |
### Skill Gate Protection
[What prevents trivializing key challenges]
### Anti-Exploit
[What prevents gaming the system]
## Transparency
### Shown to Player
[What player sees about difficulty]
### Hidden from Player
[What adjusts invisibly]
## Implementation
### When to Adjust
**Check frequency:** [Every X seconds/On death/etc.]
**Apply timing:** [Immediately/Next encounter/etc.]
### Bounds
**Floor:** [Minimum difficulty regardless of struggle]
**Ceiling:** [Maximum difficulty regardless of skill]
## Verification
**Test scenarios:** [How to verify it works]
**Telemetry:** [What to track]
Generate based on the user's game and difficulty needs.