Quick answer: Offer difficulty levels and granular assist options (damage, timing, aim, skips) that players can mix, so the game is approachable without forcing one experience.
A game too hard for some players needs difficulty and assist options. Here is how to add them.
How to fix it
1. Offer difficulty levels
Provide multiple difficulty settings so players can choose a challenge that fits them. A single fixed difficulty turns away players who find it too hard, who simply stop playing.
2. Add granular assist options
Beyond difficulty presets, offer specific assists — reduced damage, extended timing windows, aim assist, the ability to skip a section. Granular toggles let players tune exactly what they need without lowering everything.
3. Keep them optional and non-judgmental
Make assists opt-in and present them neutrally, so players use what helps without friction. The goal is letting more people finish the game, which assist options directly enable.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.