GAME DESIGN KING

What is a sawtooth difficulty curve? Why the level after a hard one feels so easy

A sawtooth difficulty curve is a level plan where difficulty climbs for a few levels, then drops right after the hardest one. Drawn as a graph, it looks like the teeth of a saw. The easy level after a spike is not luck. It is a planned break that lets the player breathe, feel strong, and keep going.

What the game is doing

Most games get harder over time. A sawtooth curve still does that, but not in a straight line:

  1. A run of levels gets a little harder each time.
  2. One level is a spike: the hardest in that run. You win on your last move, or you need several tries.
  3. The very next level drops low. You clear it fast, often in a few moves.
  4. The climb starts again, from a slightly higher base than last time.

So the overall trend still goes up. The game just refuses to make every level harder than the one before. Over a long map, the line zigzags upward like a saw blade lying at an angle.

Why it works

A hard level makes you sweat. You focus, you fail, you try again. When you finally win, you are tired. If the next level is even harder, many players stop right there.

The easy level after the spike does three things:

Without the drop, every level is harder than the last. Players hit a wall and quit at the same spot. King has said this plainly: if you make a level harder, the chance that more people churn goes up.

Real games that use it

Neither source says that every hard level is followed by an easy one, and neither gives numbers, so we don't either.

How to use it in your game

Plan difficulty as a list before you build levels. Give each level a target score, then shape it:

// target difficulty per level, 1 = easy, 10 = brutal
int[] plan = { 2, 3, 4, 6, 8,   3,   4, 5, 6, 8, 9,   4 };
//             climb ...  spike drop  climb ...    spike drop

Tips:

FAQ

What is the difference between a sawtooth and a stepped difficulty curve?

A stepped curve rises in jumps and then stays flat for a while. A sawtooth curve rises, then drops back down after the hardest level before climbing again.

Does Candy Crush make levels easier after hard ones?

King says it often follows a particularly hard level with something lighter, to give players variation and momentum. It does not say this happens after every hard level.

Why do games add easy levels at all?

Constant rising pressure tires players out, and many quit at the wall. An easy level after a hard one rewards the win and gives a short rest, so more players keep going.

Related: Dynamic difficulty adjustment ยท Near-miss