You can't hold 300 levels in your head. So the usual things go wrong quietly: a mechanic you tuned weeks ago now makes four later levels harder than you meant, a stretch of levels sits at the same difficulty, and players drift off, or analytics say one level is brutal when the three around it are the real problem.
Level Balancing Tool draws your entire level set as a single difficulty curve. What you intended versus what players actually do, and marks the spots that tend to lose people:
- Difficulty spikes with no easier level after them (the classic quit point).
- Long flat stretches where nothing changes.
- A new mechanic introduced on a level that's already hard.
- Levels where your intended difficulty and the live win rate disagree.
- Levels below your churn win-rate line.
It reads your own levels. You don't convert anything. Implement one small interface (or author difficulty as assets, no code) and your game appears in the tool. Analytics come from a CSV export from whatever backend you use; the tool never sends your data anywhere.
The feature it's really for is the change report: pick a mechanic, say it's getting harder, and the tool shows every level that uses it, the projected curve, and which problems the change introduces versus which it fixes before you ship it.
Thresholds for "hard", "a spike", and "flat" calibrate to your game's own distribution, and everything is adjustable by hand.