Devlog

Tuning Don't Squish Bob After Playtesters Said "Too Easy"

October 7, 2026

The first playtest verdict on DON'T SQUISH BOB was blunt: too easy. The second, after a round of changes, was "slightly harder." This post covers what changed between those versions and what the tuning taught me about difficulty.

Don't Squish Bob gameplay: drag the walls inward to crush spikes while Bob shelters underneath

A run of DON'T SQUISH BOB.

The original problem: a ceiling

In the first version, the number of spikes in the box climbed for a while and then stopped. From about 84 seconds into a run, the box held at most nine spikes, and it stayed that way. Once a player could handle nine, they could handle the rest of the run indefinitely. The game had a ceiling, and good players reached it.

Round one: raise the speed

The first fix was straightforward: spikes got about 8 percent faster. That helped, but speed alone doesn't change the shape of a run. A frozen difficulty curve that's slightly faster is still frozen.

Round two: change the shape

The second round changed how a run escalates rather than just how fast things move:

Speed went up another 5 percent on top of all of that.

What I learned

Difficulty isn't one number. Making things faster is the obvious lever, but it's the least interesting one. The changes that mattered most were about information and space: how much warning you get, how close danger can appear, and whether the game keeps asking more of you or settles into a routine.

The other lesson was to take "too easy" seriously even when it's uncomfortable. A game you can't lose isn't relaxing; it's boring. The first version was too forgiving, and two rounds of honest feedback fixed it.

See the Don't Squish Bob guide for how to survive the current version.

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