Spielerando

Build attack waves that grow steadily and mix enemy types instead of sending one kind

Hand-written waves take hours, and waves picked at random sometimes send a trivial group after a hard one. Here is a way to give each wave a strength budget that always rises, then fill it with a varied mix and report how much is left over.

Why this works

If difficulty is a budget that always rises, no wave can be weaker than the one before, and spending it by going round the enemy types in turn gives a varied mix rather than a pile of one kind. The same inputs always give the same wave, so you can test and tune it.

When not to use it

Wrong for boss fights and story moments that need a hand-made setup, and for games where waves should feel like surprises. A budget also cannot tell a hard group from an easy one at the same price, so playtest the result.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 24 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 "Build attack waves that grow steadily and mix enemy types instead of sending one kind" (read_entry wave-composer-budget-mix) 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