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Difficulty Curves Are a Lie: Design the Saw, Not the Slope

Game difficulty isn't a single rising line — it's a sawtooth of mechanics, each with its own curve. Dave breaks down why the 'difficulty saw' beats the 'difficulty curve' and how to keep players in flow without making the game brutally hard.

August 9, 2026· 3 min read
Difficulty Curves Are a Lie: Design the Saw, Not the Slope

Game designers obsess over the difficulty curve — that mythical line that should rise smoothly from tutorial to final boss. But as Dave from Just Things Made By Dave points out, the curve is a lie. What actually works is a sawtooth: a series of small curves, each tied to a new mechanic, that together create the feeling of progress without the frustration of a single relentless slope.

The core insight comes from a tweet by Russell Kay, who worked on Lemmings: instead of one long smoothed curve, break the game into chapters, each with its own difficulty ramp. Each chapter introduces a new mechanic, teaches it, then lets the player master it under pressure. The overall difficulty doesn't monotonically increase — it resets and re-ramps with each new mechanic.

The Difficulty Saw

Dave's model is simple: each mechanic gets its own curve. A new enemy, a new ability, a new puzzle type, a new rule — each one starts easy, gets harder, and then plateaus. The game's overall difficulty is the sum of these sawtooth waves, not a single line. This matches how players actually learn: they struggle with a new concept, then it becomes second nature, and then they're ready for the next one.

This isn't about making the game easier overall — it's about making the difficulty legible. Players want to feel like they're getting better, not just that the game is getting harder. A sawtooth curve gives them that feeling: each new mechanic is a fresh challenge, but the mastery of the previous one carries over.

Keeping Players on the Curve

Dave offers a practical list of dos and don'ts for keeping players in the flow zone:

  • Do offer optional collectables, alternate routes, and multiple paths so players can self-select difficulty.
  • Do dynamically adjust difficulty based on player performance — the 'magic sauce' that deserves its own talk.
  • Do give players multiple ways to learn: text, voice, visual cues, environmental storytelling.
  • Don't punish failure by making future attempts harder.
  • Don't let players skip areas without learning the skill they need.
  • Don't hide the main mechanic of a puzzle — that's just obfuscation.

The key is to give players agency over their own difficulty. Let them choose the hard path, the collectable, the optional boss. Don't force a single gradient on everyone.

Measuring Your Curve

Once you've designed your sawtooth, you need to validate it with data. Dave suggests several methods:

  • Death maps (like Mario Maker) — if deaths cluster in one spot, that part is above the curve.
  • Level completion stats — a big drop-off between levels signals a difficulty spike or a boredom valley.
  • Structured playtesting — ask specific questions, record answers, and look for outliers.
  • Streaming and expos — watch real players, but remember the observer effect.

The goal isn't to eliminate deaths or failures — it's to spread them evenly. A level where everyone dies at the same jump is a level with a spike. A level where deaths are scattered is a level that's challenging but fair.

The Takeaway

Difficulty design isn't about making a game that's hard for everyone — it's about making a game that feels rewarding for your target audience. Pick your market, design your sawtooth, and measure the results. The curve is a tool, not a law.

Don't just make the game harder; show the player they are getting better.
Manul X Editorial