Development of a 2D platformer that improves engagement using dynamic difficulty adjustment, suggesting FSM as an effective approach.
This research aims to address the issue of static and unengaging educational history games for players with diverse skill levels. To this end, a 2D platformer game titled "Parahyangan" was developed, implementing a Dynamic Difficulty Adjustment (DDA) system based on a Finite State Machine (FSM), which allows the difficulty level to adapt to the player's performance. Using the Game Development Life Cycle (GDLC) methodology, the game was designed and quantitatively tested through a User Acceptance Test (UAT) with 85 respondents. The analysis shows that the game was well-received, falling into the "Good" category with a total satisfaction score of 77.55%. The core DDA feature was proven to be functional and well-accepted by the players. The user interface was identified as a major strength, while level progression was noted as an area for improvement. It is concluded that the implementation of DDA using an FSM is an effective solution for creating a more personalized, engaging, and sustainable learning medium for history that maintains player involvement.
No takes yet. Share an insight, caveat, or question.
Mustafid et al. (2025) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: