At which level does the player suddenly get much stronger than the monsters?
Difficulty can lurch from one level to the next even if both the player and the monsters grow smoothly on their own. This entry shows how to compare the two growth curves so the jumps become visible before players feel them.
Why this works
Difficulty depends on the relation between the player and the monsters, not on either curve alone. Two smooth curves can still produce a jolt where they meet. Watching the ratio from one level to the next shows jumps before players feel them, and the real damage in fights beats the value in a table.
When not to use it
Do not smooth away every jump: a new skill or a gear tier is often a deliberate reward, and a wall may be a boss meant to stop people. Use it to find surprises, not to flatten design. It also needs data for every level, so a gap in the log breaks the comparison.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 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 "At which level does the player suddenly get much stronger than the monsters?" (read_entry rpg-power-vs-enemy-growth-spikes) 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