Raise enemy strength with the days survived without sudden leaps
In a world that gets harder as time goes by, sleeping through a month should not mean waking up to monsters far beyond you, and walking in and out of a region should not make them stronger each time. This entry sets a slow, stable rule for the area's level.
Why this works
Difficulty should follow the player's journey, not the calendar alone. Letting it rise slowly and never fall, with a small step each visit, makes time away feel safe, and returning to a saved game cannot undo progress or cause a sudden leap.
When not to use it
Skip it when strength should come only from the player's gear and skill, as in a game with fixed zones, or in a short game where days hardly count. Then give each area its own level and keep it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 18 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 "Raise enemy strength with the days survived without sudden leaps" (read_entry enemy-level-ratchets-one-step-per-day) 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