See your whole difficulty curve in one window, and find the levels your last change just broke.
Quit-point spikes, boring flat stretches, and where your design disagrees with your live win rates.You can't hold 300 levels in your head. So the usual things go wrong quietly: a mechanic you tuned weeks ago now makes four later levels harder than you meant, a stretch of levels sits at the same difficulty, and players drift off, or analytics say one level is brutal when the three around it are the real problem.Level Balancing Tool draws your entire level set as a single difficulty curve. What you intended versus what players actually do, and marks the spots that tend to lose people:- Difficulty spikes with no easier level after them (the classic quit point).- Long flat stretches where nothing changes.- A new mechanic introduced on a level that's already hard.- Levels where your intended difficulty and the live win rate disagree.- Levels below your churn win-rate line.It reads your own levels. You don't convert anything. Implement one small interface (or author difficulty as assets, no code) and your game appears in the tool. Analytics come from a CSV export from whatever backend you use; the tool never sends your data anywhere.The feature it's really for is the change report: pick a mechanic, say it's getting harder, and the tool shows every level that uses it, the projected curve, and which problems the change introduces versus which it fixes before you ship it.Thresholds for "hard", "a spike", and "flat" calibrate to your game's own distribution, and everything is adjustable by hand.Your whole level set as one difficulty curve: designed intent and actual win rates on the same axis, so you see the shape instead of guessing.Automatically finds the levels that lose players: flags quit-point spikes with no recovery, churn-risk levels, boring flat stretches, mechanics taught on already-hard levels, and where your intended difficulty disagrees with the real win rate.Change report: simulate a mechanic change and see exactly which levels it touches and which problems it fixes versus the new ones it creates, before you ship it.Works with your own levels: implement one small interface, or author difficulty as assets with no code. No converting to a new format.Analytics from a CSV: import win rates from any backend (GameAnalytics, Firebase, your own) with column mapping and lenient value parsing. Nothing is sent anywhere.Thresholds that fit your game: one click calibrates "hard", "a spike", and "flat" to your set's own distribution, and everything stays adjustable by hand.Editor-only: nothing is added to your player builds.Code optimization.Documentation.




