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AI agent for game designers

Level Layout Playability Review Agent

A level with no unreachable areas or unplanned spikes, ready for playtest

Level Layout Playability Review Agent: what goes in, what the agent does and what you get

What it does

Levels often have dead ends, unreachable areas or difficulty spikes that testers find late. This agent reads the level layout data and runs reachability and path checks from the start to every key point. It estimates encounter density and pacing along the main route, and marks spikes where difficulty jumps without a rest or a new tool for the player. It checks every item and door against what the player can have at that point. After the designer edits, it runs the checks again, because a fix for one spike can block a route. It repeats until the report is clean. The lead approves the level for the playtest build. Edge case: a secret room that is meant to be hard to find is allowed but listed.

How it works

Follow the arrows from top to bottom. The orange dashed arrow is the loop: when a check fails, the agent goes back and tries again.

Start and resultWhat it doesA check on its own workWaits for your OKGoes back and retries
Yes, continueYes, continueApprovedNoNo 1 STARTS WHEN Level marked ready for review 2 USES A TOOL Read the layout data, doors, items and encounters 3 USES A TOOL Run reachability from the start to every key point 4 DOES Check each gate against the abilities the player hasat that point 5 DOES Estimate encounter density and pacing along theroute 6 CHECKS THE RESULT Are there dead ends, unreachable areas or spikesabove the limit? If not: list each with its location and send to thedesigner. Back to step 3. 7 DOES Re-run all checks after the designer edits 8 CHECKS THE RESULT Is the layout now clean with no new issue created bythe fix? If not: list the new problem and send it back. Back tostep 3. 9 YOU APPROVE Lead approves the level for the playtest build 10 RESULT Level review report
Read the steps as a list
  1. Level marked ready for review
  2. Read the layout data, doors, items and encounters
  3. Run reachability from the start to every key point
  4. Check each gate against the abilities the player has at that point
  5. Estimate encounter density and pacing along the route
  6. Are there dead ends, unreachable areas or spikes above the limit?If not: list each with its location and send to the designer. Back to step 3.
  7. Re-run all checks after the designer edits
  8. Is the layout now clean with no new issue created by the fix?If not: list the new problem and send it back. Back to step 3.
  9. Lead approves the level for the playtest buildThe agent waits here for your OK.
  10. Level review report

How it decides

A level fails when a required area is unreachable, a gate needs an item the player cannot yet have, or encounter density rises by more than the allowed step without a rest.

  • Flag any required area that cannot be reached
  • Flag a gate whose item comes later in the route
  • Flag a density jump of more than 40% with no rest
  • Allow marked secret areas

Make it yours

Every agent is a starting point. You choose these settings for your own situation.

  • Spike limit (default 40%)
  • Abilities at each stage
  • Secret area tags
  • Level format to read

What keeps you in control

It always asks you first

  • Approving the level for playtest
  • Accepting a spike as intended

Hard limits

  • Never edits the level files
  • Never judges fun, only structure and pacing numbers

It stops when

  • Done: clean report and the lead approved
  • Stop: layout data cannot be read

Set it up

We guide you through the set-up, step by step

Members get the full set-up guide for this agent. No technical skills needed: you copy, paste and upload.

10 minto set it up in your AI
5 AIsChatGPT, Claude, Copilot, Gemini, Grok
  • One set of instructions to paste into your AI, with the clicks for ChatGPT, Claude, Microsoft 365 Copilot, Gemini and Grok
  • The agent then walks you through connecting your own data, one source at a time
  • A downloadable copy with the flow chart, the rules and the full guide
Get access to this agent

An example run

What happensLevel 3 had a locked vault that needed a key found only inside the vault wing. The reachability check failed and the agent sent the location to the designer, who moved the key to the courtyard. Re-running the checks found the new courtyard fight spiked density by 55% right after a boss. The designer added a rest room, the second report was clean, and the lead approved.

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