So it's odd. When I first learned that you could see a clear rate, I figured that designing my levels around an 80% (or even a 90%) player clear rate would be my goal. Because that means most people do finish the level. And as a rule it's easy as a level designer to design levels that are too hard for others who haven't been with you when you designed the level. So you have to always be aware of that.
But having now played around with the system for some time, it seems like it's not calculated the way I expected it to be? Levels that seem quite doable for most Mario players only have clear rates that are around 20% or even less.
Is it registering multiple tries from one account, or even counting every time you die as a new attempt even at a checkpoint? Because of course, that lowers the clear rates significantly. I was under the impression that a 60% clear rate would mean 60% of all players who ever tried your level, got to the end at least once.
If every try is considered... then it becomes much harder to find a sweet spot. I guess based on my limited experience so far, I would go with my gut and target a 20% clear rate and make sure that failing isn't too frustrating.
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