Check a level-up table for gaps, repeats and sudden walls
When the AI writes the experience needed per level, one wrong number can make two levels cost the same, make a later level cheaper, or put a huge wall in front of the next one. This entry shows how to check the table and how to turn points into a level correctly at the edges.
Why this works
A table of running totals hides its steps, so one typo changes two levels and is invisible by eye. Looking at the cost of each level, and how it changes from one to the next, shows the shape the player will feel: steady growth, not a cheap level or a wall.
When not to use it
Skip it when the level curve is meant to be uneven, such as a story game with big jumps at chapter ends, or when levels come from a plain formula that you can trust. Then judge the feel by playing it, not by a ratio.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check a level-up table for gaps, repeats and sudden walls" (read_entry experience-table-mistakes) 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