The system

The Difficulty Depth Chart

The Difficulty Depth Chart grades how hard a game is to learn on a scale of D1 (Surface) to D5 (Abyss). Deeper water means harder. It is not a "is the game good" rating: only how steep the climb is to get competent.

One scale, two jobs

The same D1 to D5 number does two things, and keeping them clear is the whole point:

  • As a grade, it's one verdict per game: how deep the water is. That's the stampable badge.
  • As a training path, it's the staged route down, Surface to Abyss, and it descends only as deep as the game's grade.

A game's grade is how deep its training goes. A D2 game's training fills the Surface and Shallow stages, then stops, because the game doesn't go deeper. A D5 game's training descends all five stages to the Abyss. The verdict and the map are the same number.

Why water?

It's the one metaphor, and we add no others. Depth is something everyone already feels: the surface is safe and bright, the abyss is dark and cold. That intuition does the explaining for us, in the grade, the visuals, and the section names.

The five grades

Whole grades only. No decimals, no half-steps. A game is one of these five.

D1Surface

Jump right in

Playable within seconds. The game teaches itself as you go; no prep, no guide, no friction.

D2Shallow

Learn a few basics

A small handful of ideas to grasp, then the game opens up. A five-minute orientation is enough.

D3Midwater

Some preparation recommended

Worth reading up or watching one good video before you dive. A little prep saves an hour of confusion.

D4Deep

Significant learning curve

Real study and deliberate practice before it clicks. Plenty of players bounce off here without a plan.

D5Abyss

Brutal from the start

No easy way in. Punishing early, steep throughout. The honest call is sometimes "don't jump in." We render this one as a warning for a reason.

The 6-point rubric

Never a vibe number. A precise internal score is computed from six fixed measures, identical for every game, so any two games are directly comparable.

1. Controls & interface complexityHow much there is to operate before you can act.lower = easier
2. Time to first "I get it" momentHow long until the core loop clicks.faster = easier
3. Mechanical depth before competenceHow much you must master to be merely competent.less = easier
4. Punishment of early mistakesHow harshly the game treats a beginner's errors.gentler = easier
5. Quality of the game's own onboardingA good built-in tutorial makes a game easier.better = easier
6. Community & help availabilityActive Discord, wiki, and guides make a game easier.more = easier

From six numbers to one grade

The six sub-scores produce a precise internal number. That number maps to exactly one of D1 to D5. The precision lives in the engine; the published badge is always a clean whole grade. We store every sub-score and a written justification, so the breakdown ("why it's a D4") is always shown and a critic can verify it. The rubric is locked, so grades don't drift as we add games or critics.

The criteria are deliberately abstract so they span wildly different games. We rate "time to competent," not "how hard is building a base" or "how hard is a boss." That's what lets a falling-sand sandbox and a voxel RPG sit on the same honest scale.

Two grades, same axis

Like Rotten Tomatoes, but the only question is "how hard to learn."

Our grade

The Depth Chart grade

Our in-house analysis: the six-point rubric computed into one grade, approved by our team. The authority is the transparent method, not a personality, so it works with zero outside input. A named expert can co-sign a grade and earn a byline, but one is never required.

By vote

Player grade

The community votes on the same axis. Each vote is email-verified (a confirm link), so a fake email can't pad the count. The grade stays hidden until 10 confirmed votes — below that we show the count, never a fake low-volume grade. Hitting 10 also flags the game for our full evaluation, so players decide what we grade next.

The gap is the story

Like Rotten Tomatoes, a game can have our grade with no player votes yet, or player votes before we've graded it. When both exist, every hub features the gap. If we call a game a D2 but players say D4, that disagreement is the most useful thing on the page, and the most shareable.

The seal

The Depth Chart badge

The grade is delivered as a stampable mark, built to live on third-party pages: game sites, store listings, streamer overlays. D5 always wears a warning treatment. Every badge carries Review and AggregateRating schema so engines extract the grade unambiguously.

Get the badge
Difficulty Depth Chart D5Abyss Brutal from the start jumpintogaming.comOur grade