Difficulty curves, flow channel targeting, power curve math, unlock pacing, reward scheduling, and XP/level formulas. Use when designing level-up systems, tuning difficulty ramps, pacing content unlocks, implementing adaptive difficulty, or when players report 'too easy', 'too hard', or 'grindy'.
Generates progression systems including difficulty curves, XP formulas, unlock pacing, and flow channel targeting for game design.
npx claudepluginhub rbergman/dark-matter-marketplaceThis skill inherits all available tools. When active, it can use any tool Claude has access to.
Purpose: Tools for designing how players grow in power, skill, and access over time. Good progression makes every session feel rewarding. Bad progression creates grind, frustration, or trivialized content.
Influences: Frameworks here draw on work by Ian Schreiber and Brenda Romero (power curves, pacing math), Tynan Sylvester (accessibility/depth model), and Celia Hodent (flow channel, cognitive pacing), with roots in Csikszentmihalyi's flow theory.
Use this skill when:
Two independent axes that progression systems must serve:
Depth (high ceiling)
|
| +-----------+
| | The Goal | ← Easy to start, deep to master
| +-----------+
|
+-------------------→ Accessibility (low floor)
These are NOT opposites. The best systems score high on both. Techniques:
| Technique | How It Works | Example |
|---|---|---|
| Layered complexity | Simple surface, deep internals | Chess: easy rules, infinite strategy |
| Optional complexity | Advanced systems exist but aren't required | Type matchups you can ignore if you over-level |
| Skill-based progression | The player improves, not just the character | Combo execution, map knowledge, timing |
How player power grows over time. The curve shape determines how the game feels.
Power
| Exponential S-Curve (often ideal)
| / _____
| / /
| / /
| / /
| / /
| / ____/
| / /
| / /
| / ___/
|/___________/
+----------------------------------→ Time
Linear Logarithmic
/ ___________
/ /
/ /
/ /
/ /
+-------------------→ +-------------------→
| Curve | Feel | When to Use | Risk |
|---|---|---|---|
| Linear | Consistent, predictable | Tutorial sections, first hour | Boring over long spans |
| Exponential | Dramatic, accelerating | Short games, power fantasies | Unmanageable late game |
| Logarithmic | Diminishing returns | Realistic simulations | Feels unrewarding as ceiling approaches |
| S-Curve | Slow start → rapid middle → plateau | Most progression systems | Requires careful inflection point placement |
Players need to feel stronger even when mathematical power growth slows.
Techniques for maintaining felt power at diminishing actual power:
Template: Power Curve Spreadsheet
| Level | XP Required | Cumulative XP | Power Rating | Felt Power | New Content |
|-------|-------------|---------------|--------------|------------|-------------|
| 1 | 0 | 0 | 10 | Low | Tutorial |
| 2 | 100 | 100 | 15 | Growing | Ability A |
| 3 | 150 | 250 | 19 | Growing | |
| 4 | 225 | 475 | 22 | Moderate | Area B |
| 5 | 340 | 815 | 25 | Moderate | Ability B |
Linear scaling: xp_for_level(n) = base * n
Polynomial: xp_for_level(n) = base * n^exponent
Exponential: xp_for_level(n) = base * growth_rate^n
Practical approach:
Target a level-up every 10-30 minutes of play in the early game, stretching to 30-60 minutes in mid/late game. Work backward from intended game length to determine level count. Short games (2-5 hours) need fewer levels (10-15); long games (50+ hours) need more (50-100) but risk grind at scale.
Challenge should approximate skill level — the "flow channel" from psychology:
Challenge
| Anxiety
| /
| / FLOW CHANNEL
| / /
| / /
|/ /
| / Boredom
|/
+------------------→ Skill
If implementing dynamic difficulty adjustment (DDA):
Do:
Don't:
Good progression peels three layers of challenge:
Layer 1 (bottom): Mechanical skill (can I physically do this?)
Layer 2 (middle): Cognitive challenge (do I understand what to do?)
Layer 3 (top): Strategic depth (can I optimize my approach?)
Progression phases:
Anti-pattern: Introducing Layer 3 challenges before Layer 1 is comfortable. Don't ask for strategic thinking while the player is still fumbling with controls.
New content (mechanics, enemies, zones, abilities) should arrive at inflection points on the power curve.
Rules of thumb:
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