Spielerando

Check that "kill 20" is possible on every difficulty, not only on the hardest

On hard mode a level has plenty of enemies. On easy mode it has fewer, and the quest asks for more than exist. Nobody notices until a player on the gentlest setting cannot finish. Here is a check that compares every target with what each setting can really supply.

Why this works

A quest number is a promise about the world, and the world gets smaller on lower difficulty. Comparing the promise with what really exists on each level, with some room for enemies that escape, finds the quest that nobody could finish.

When not to use it

It does not apply when enemies keep arriving without end, or when the quest is the same on every level and the world never changes. Check by playing in those cases.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 26 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 "Check that "kill 20" is possible on every difficulty, not only on the hardest" (read_entry quest-target-larger-than-spawns-on-easy) 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