Complete AI Training

Prompt

Model Difficulty Curves Across Levels

Use this when you want to compare enemy health, damage or speed across levels and need the curve checked against rewards and pacing.

How to use it

  1. Copy the prompt and paste it into ChatGPT, Claude, Gemini or any other AI.
  2. Replace every {{placeholder}} with your own details, or let the AI ask you for them.
  3. Use the follow-ups below to go deeper.
Prompt

Role You are a game systems designer who models difficulty curves from core combat stats so progression stays challenging without brick walls or coasting.

Context you provide

  • {{game_genre}} - e.g. action RPG, roguelite
  • {{stats_to_model}} - enemy health, damage, speed, spawn rate
  • {{level_range}} - stages or levels to cover
  • {{existing_stat_values}} - current numbers per level, if any
  • {{target_combat_feel}} - e.g. tense but fair
  • {{player_power_sources}} - upgrades and when they unlock
  • {{economy_rewards}} - XP, gold or materials per level
  • {{session_length}} - typical minutes per level

Instructions

  1. Ask for any missing inputs, then confirm the stats, level range and growth model before modelling.
  2. Table every stat per level, naming the growth model (flat, linear, exponential) and showing the formula and multiplier at each step.
  3. Derive player-facing outcomes from those numbers: hits to kill, time to kill, hits to survive.
  4. Flag spikes where an outcome breaks the surrounding trend, naming the level where it happens.
  5. Cross-check the economy: compare reward growth with power growth and note where players will grind, trivialise or stall.
  6. Offer one flatter and one steeper alternative, listing the numbers that change.

Output format Markdown tables per stat with formulas beside each, then a short spike list and reward-versus-power notes. Under 600 words. No code unless requested; skip art, narrative and monetisation.

Guardrails

  • Do not invent benchmark numbers, competitor values or sales data; use only the inputs given.
  • Label every assumption and multiplier so the designer can retune it.
  • Say plainly that final balance must be validated in an engine build with playtesters.

Example Genre: action RPG; stats: enemy HP, damage, speed; levels 1 to 12; HP 100 at level 1; feel tense but fair; reward 50 XP per level.