Spielerando

Which defense wave ends runs, and how many players left before it could kill them?

In a base-defense game a run can end because the base fell or because the player gave up. Both look like the end of a run, but they need different fixes. This entry shows how to count them side by side per wave, using the right group as the base.

Why this works

A fair rate only counts people who could still be hit. Of everyone who reached a wave, some fell, some left alive, some are still playing. Putting dying and leaving on the same scale separates a wave that is hard from one that people simply dread or sit through.

When not to use it

Do not use it for games without waves or clear rounds, or when dying and leaving are tied together, as when a death ends the session by itself. The two rates then merge. Compare runs by their final result and by the last thing the player did.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 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 "Which defense wave ends runs, and how many players left before it could kill them?" (read_entry wave-death-versus-quit-rates) 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