A co-op dungeon key goes up the same amount whether the group barely made it or won easily
Some co-op games hand the group a key whose level sets the next dungeon's difficulty. Raising it by one every time ignores how well the run went, and punishing every failure drives the group away. Here is a rule that rewards fast clears, counts deaths as lost time, and never sinks below a floor.
Why this works
Difficulty should follow how a run really went, so a group keeps landing near its edge. Counting mistakes as lost time stops a win from being bought with dying, and a floor keeps a bad night from locking anyone out.
When not to use it
Skip it when players want a fixed level they can repeat and compare, such as a practice run or a race for a record. Moving the level then makes scores meaningless, so let the group choose the level and keep it still.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 17 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 "A co-op dungeon key goes up the same amount whether the group barely made it or won easily" (read_entry raise-or-lower-a-shared-dungeon-key-level-by-how-the-run-went) 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