This is similar to #448 except it's for testing how difficult the level should be on each difficulty. An example of a guideline for assessing level difficulty could use variables such as
Time beaten on each of the difficulties (easy/normal/hard)
Amount of jumps
Amount of deaths
Amount of "perfect" jumps needed to be performed to beat the level
The window of in game frames/ticks given to perform specific jumps required to beat the level (3 jumps but all need to be perfect as they're separated by wide gaps vs. 3 jumps but you're given more than enough time as their gaps are very small)
This is similar to #448 except it's for testing how difficult the level should be on each difficulty. An example of a guideline for assessing level difficulty could use variables such as