Top challenges You can measure your game design by measuring the difficulty of your challenges. Basically, all of them. After that you see which are the hardest, and then either keep them, or ideally make them harder or make additional ones on top of the difficulty of these ones. It may sound stupid, but the best games ever made are the ones that are hard, hard to complete and after that beat(finish all additional and optional setup challenges). The main or normal most useful procedure to measure the difficulty of challenges is by writing stars. For example, say an outstanding challenge you made is above most others, you give 6 stars, then you measure the others and see if you want any with 7 stars. If you pick any or multiple with 7 stars, just do the same procedure all over for reassessment. And keep repeating until you have a decent game design documentation. There's one very important thing to remember when making top challenges: they are hard and not everyone can beat them(in ...
Challenging additional content Additional content here implies unlockable boss levels, medals, collectibles and trophies, not only (buyable) downloadable content. Additional content makes a good game replay able, so you can beat it multiple times. If you ever played Shadow Labyrinth on Steam, you'll probably want to play the game again if you beaten it. The game is very hard to play and finish, and that's exactly why it's worth playing again. There's no problem with making a hard game, but additional difficulty challenges keep the players playing for a lot longer time and difficulty makes a game worth playing longer, in fact a lot longer. Many players play idle clickers instead, because of being dead sick of hard games. What is the actual truth however is that hard games a great teachers of cunningness and life. It feels damn freaking good to beat a tough challenge. Additional challenges therefore come very handy when making a hard, exciting game. Making a good and a h...