Long read
Difficulty Stops Teaching You Anything At Roughly The Fortieth Attempt
We have logged 4,912 attempts across 31 demanding games, and the pattern is consistent. Learning happens in the first dozen tries and again after a deliberate break. Attempts fifteen to forty are almost pure repetition, and everything past forty is a different activity entirely.
Analysis 31 games · 4,912 attempts 16 min read
Reviews
Games judged on what they ask, and whether the asking is fair
Every review records total attempts, the hardest single wall, whether the difficulty taught us anything, and exactly which assist options exist.
Review
287 attempts on one boss, and we can account for every death. Each one was caused by something the fight had already shown us, which is the difference between hard and unfair.
8.9/10 287 attempts 4 assist options
Review
Death to next attempt in 0.4 seconds, with no loading, no animation and no menu. The game is brutal and it never once made us wait to try again, which changes everything about how failure feels.
9.2/10 1,340 attempts 0.4s retry
Attempt log
Our full data set, broken down by game and by attempt band. The curve flattens hard between attempts fifteen and forty, and recovers only after a break of at least four hours.
Data 31 games Updated monthly
Review
Nothing in this game is hard to understand or hard to execute. It is simply slow to recover from, which produces the sensation of difficulty without any of the learning.
6.1/10 94 attempts 1 assist option
Note
We tested reaction time against pattern recall across 600 attempts. Above a certain density, nobody is reacting to anything; they are replaying a sequence they learned.
Note 600 attempts 7 min read
Review
A stealth game whose guards behave inconsistently enough that the correct play sometimes fails. We logged 41 attempts where identical inputs produced different outcomes.
5.8/10 163 attempts 41 inconsistencies
Also filed
Shorter pieces from the log
Note
Most losses in defence-focused strategy games happen because the interface hid a number, not because the decision was hard. We counted which numbers were hidden across four games.
Note 9 min
Essay
We test every accessibility feature in every game and record them separately from difficulty modes, because conflating the two has done real damage to how both are discussed.
Essay 12 min