Level design lives or dies on one balancing act: keeping a level's challenge close enough to the player's growing skill that they stay in Csikszentmihalyi's "flow channel" instead of falling into anxiety (too hard) or boredom (too easy). This simulator lays out a twelve-room level in 3D, where each room's height encodes its designed challenge and a cyan pillar next to it encodes the player's skill at that point in the playthrough. Shape the level's difficulty ramp and spike intensity, set how quickly the player's skill grows, and press play to watch a player move room by room while every column is colour-coded green, red, or blue for flow, anxiety, or boredom -- with a live engagement score tracking how much of the level actually landed in the flow channel, exactly the metric a real playtest dashboard reports back to a game's level designers.