The project brief was to take a heuristic approach in understanding a player's perception of a level’s challenge through case studies and conducting experiments focusing on fast-paced casual platformers/racers with a sample size of fifty participants. Figuring out what constitutes a challenge for the player, how can it be increased without drastically affecting the difficulty. Perceived Sense of Challenge created dynamic, fun and challenging levels and made the players feel more confident in their skills.
Keywords: flow theory, level design, perceived challenge, platformer racer game, player frustration