After my AI rebuilt the level-up table, the hero jumps three levels from one fight
A table of experience needed per level is easy to break when numbers are typed by hand or generated. Your AI can scan it for levels that stall, steps that suddenly explode and rewards big enough to skip several levels at once.
Why this works
Players feel levelling as a rhythm of step sizes, so the checks are about steps between rows, not the rows themselves. A stalled or shrinking step is certainly a typo; a sudden jump may be intended but should be seen on purpose.
When not to use it
Tables built by a formula do not need this; test the formula's first few outputs instead. Games where levels are meant to be skipped, such as a quick start for a veteran, can ignore the skip check.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 28 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 "After my AI rebuilt the level-up table, the hero jumps three levels from one fight" (read_entry rpg-experience-table-sanity) 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