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GAME-DEVELOPMENT-BASICS5 MIN READ

Tune balance as a learning loop

Run a PDCA balance pass that changes one hypothesis-driven variable and studies player behavior.

The starter weapon feels weak, and the team is changing multiple numbers after every test. PDCA: Plan, Do, Check, Act Changing damage, health, ammo, and cooldown together makes it impossible to know which variable changed player behavior. Before Raise pistol damage, enemy health, ammo drops, and reload speed in the same build because combat feels off. After Hypothesis: reducing reload from 1.4s to 1.0s will make new players fire more confidently without increasing total damage too far. Test one room and compare behavior. Plan Write the hypothesis, variable, expected behavior, and observation method. The team chooses reload time because recordings…

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