Build enemy waves that grow harder without being random noise
Asking the AI for more enemies each wave tends to give either an empty first wave, a flood of the strongest type too early, or a wave that never ends. This entry spends a number of points per wave on the enemy types allowed so far, in a way that always finishes.
Why this works
Difficulty is easier to steer as one number than as a list of counts. Pricing each enemy by its threat lets you raise the budget a little each wave, and the mix follows on its own. Stronger types arrive later, and the wave ends exactly when the money runs out.
When not to use it
Skip it for scripted fights where each wave tells a story, such as a boss with set helpers or a tutorial that introduces one enemy at a time. Write those waves by hand so the order teaches what you intend.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 22 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Build enemy waves that grow harder without being random noise" (read_entry action-wave-budget-composition) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP