Choose balance changes that preserve the challenge-skill relationship instead of simply making content easier.
Boss tuning Five testers die before phase two. Three say the boss is too hard; two say they never knew what hit them. The risk is flattening the encounter when the real issue may be readability or teaching. Flow lens Keep challenge matched to taught skill Hard is not the problem. Hidden, untaught, or over-punishing hard is the problem. Shortcut Lower boss health because testers died. Players can lose, learn why, and improve on the next attempt. Balance protects the learning curve, not the designer's pride or the player's first attempt. 01 Read the deaths 02 Pick the fix 03…
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