Quick answer: Add granular assist options such as enemy-damage scaling, slow-motion, extra checkpoints, and an optional invulnerability or auto-progress, separate from the core difficulty.

A wall players cannot pass with no assist option ends the game for them. Granular assists fix it. Here is how.

How to fix it

1. Offer independent assist sliders

Separate concerns: let players reduce incoming damage, slow time, or shorten timers individually rather than bundling everything into one difficulty label.

2. Add generous checkpoints

Provide an option for more frequent checkpoints or retry-from-here so a single hard moment does not cost long stretches of replay.

3. Avoid shaming the player

Present assists neutrally without penalizing achievements or labeling them as cheating, so players actually use the help they need.

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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.