Does the dungeon scale properly when two, three or four players join?
A dungeon that is perfect for one player can be a pushover or a wall for a full group. This entry shows how to compare clearing times across group sizes, and why a group size that fails a lot can make its own times look better than they are.
Why this works
More players should mean faster, unless you scaled the enemies on purpose, so the speed against the solo run reveals whether the extra people help or get in each other's way. The share that clears matters just as much, because only the best groups finish a size that is too hard.
When not to use it
Pointless when the dungeon is meant to take longer with more people, or when only one group size can enter. With few runs for a size, the middle time means little. And speed is not fun: a fast clear can still be dull, so also ask players how it felt.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 42 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Does the dungeon scale properly when two, three or four players join?" (read_entry does-a-bigger-party-really-clear-faster) 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