Are my fights thrilling or are players either crushing them or dying?
The win rate of a fight tells you very little: 70 percent can be a nail-biter or a coin flip between boredom and frustration. Looking at how much health the winners have left shows what the fight really feels like.
Why this works
How a fight feels depends on how close it was, not on whether it was won. A win with almost nothing left feels like a rescue, one with plenty left feels like a stroll, so the leftover health tells the story the win rate hides.
When not to use it
Skip it for fights where health is not the measure of danger, such as stealth, puzzle or timing fights, or where players heal freely in the middle. There, measure time taken, mistakes made, or the number of retries instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "Are my fights thrilling or are players either crushing them or dying?" (read_entry fight-outcome-mix-by-health-left) 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