Balancing Obstacles in Palm Run
Balancing the obstacle patterns in Palm Run has been both a fascinating challenge and an ongoing puzzle. My in-editor system gives me plenty of flexibility to design patterns, but the real question is: what makes them fun?
I’ve found that designing obstacles isn’t just about throwing random barriers in the player’s path—it’s about creating a flow. The early sections need to teach mechanics without being boring, while later stages should feel rewarding but not frustrating. Easier said than done, right?
I’ve been working on patterns like:
Easy Jump – Encouraged Center: Three logs placed across the lanes, requiring a jump, followed by two logs that block the right and left lane but leave the center lane open for travel.
Zig-Zag Trees: A series of trees forcing lateral movement in a predictable but satisfying way.
Totem Timing Challenge (Planned): A mix of moving totems and static obstacles requiring precision timing to dodge.
These designs make sense in theory, but fine-tuning the exact placement, spacing, and timing is where it gets tricky. How long should a “breather” gap be? How quickly should difficulty ramp up? These are questions I’m trying to answer with every test run.
How the Spawn System Works
To create these patterns, my spawn system allows for obstacles to be placed in one of five lanes: left, center left, center, center right, and right. Each 50-meter segment of the path is divided into five spawn positions: start, midstart, middle, midend, and end. This setup gives me flexibility to create patterns that vary in complexity and flow, whether it’s funneling players to a specific lane or encouraging quick lateral movements.
Where It Gets Difficult
The toughest part is that I have no real reference point for fun and difficulty in this specific context. I’m not drawing from a wealth of experience with endless runners, so everything I do is trial and error—adjusting, testing, and tweaking again. It’s a slow but rewarding process.
For example, I’ve learned that too much downtime—even as a breather—makes the game feel sluggish. On the other hand, piling on obstacles too quickly can feel overwhelming. Finding that perfect middle ground is the challenge.
Visualizing the Process
I’ve included a screenshot of the in-editor system I use to create and refine these patterns.
Here’s one of the test runs with an early Zig-Zag Trees pattern:
Moving Forward
My next step is to refine these patterns further and start incorporating feedback loops to test whether they’re as engaging as I’d like them to be. I also plan to expand the obstacle library with more dynamic elements, like falling rocks, to keep players on their toes.
Balancing obstacles may be tricky, but it’s one of the most rewarding parts of this process. Every small tweak makes Palm Run feel a little more alive, and that’s what keeps me going.