Goal
Check progression pacing through action costs and changes to available decisions.
Scenario and materials
The player repairs devices, earns parts and upgrades two tools. Design three stages: the start, a first upgrade and specialization. The numbers are experiment parameters rather than a ready-made balance.
A spreadsheet, calculator and paper prototype
Constraints
- Use two tools, one resource and three stages. Specify the cost of one repair at each stage.
- At least one upgrade changes an action rule rather than only a reward multiplier.
- Record action time separately from resource cost.
Steps
- Tabulate upgrade prices, repair times and income; calculate the action count before each purchase.
- Compare two purchase orders on the same task sequence. Record where each tool is preferable.
- Add a random reward and compare independent rolls with a predefined sequence; retain attempt-level results.
- Change one price threshold and repeat the check: which decisions become available earlier or later?
Deliverable
A three-stage table, two comparable purchase logs and an explanation of the pacing change after one edit.
Check your work
- Action counts account for rounding up to a whole repair.
- Each tool has at least one situation in which it is useful.
- The rule-changing upgrade changes a player decision alongside the displayed number.
- An average reward expectation is not presented as a guarantee for a short sequence.
Reflect
Where does the player repeat a solved task without a new choice? How can you shorten that section while keeping the next goal understandable?
Sources and further reading
Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.