I'm trying to come up with a way to smooth difficulty across levels (rubberbanding progress). I came up with this idea: -When you win a battle (and only then) all enemies scale up by a tiny %. -When you lose a battle you get an EXP boost. You can choose to continue playing instead of loading. Of course, winning is rewarded (for example: gains experiece AND loot) and losing discouraged (lose part of your gold, return to the dungeon entrance, etc). You could make it even more drastic: gain a level each time you lose, and enemies scale accordingly. This way players are encouraged to beat the game with the lowest level, but not punished when losing. My goal with this is to stop worring about progression and stat fiddling, to speed up development. Ideally, the player won't waste time grinding, I won't waste time playtesting the power curve over and over. Thoughts on this? If you have you seen this before, how well did it work?