The Attempt Curve: 4,912 Tries Plotted Against Progress
Our complete data set broken down by game and attempt band, with the point at which measurable improvement stops in each case. The flattening is remarkably consistent across genres.
Everything here is either raw data or a short piece about one specific mechanism. Full reviews live on the reviews page.
Our complete data set broken down by game and attempt band, with the point at which measurable improvement stops in each case. The flattening is remarkably consistent across genres.
Six hundred logged attempts comparing reaction time against pattern recall. Past roughly forty simultaneous projectiles, performance correlates with memorisation and not with reflexes at all.
We audited four defence-focused strategy games for values the player needs and the interface hides. Between two and nine per game, and every one of them decided losses we had logged as errors.
Input remapping, hold-to-toggle, reduced motion and colour options are accessibility features. Damage multipliers are difficulty. Filing them together has made both harder to discuss honestly.
Measured from the frame of death to the frame at which input is accepted again. The spread runs from 0.4 seconds to 38, and it predicts our enjoyment more reliably than any difficulty rating.
The full inconsistency log from Lantern Watch, recorded attempt by attempt. This is the evidence behind the lowest mark we have given, and it took 163 attempts to compile.