Spielerando

Enemy waves that come in groups, wait for the field to clear and can be called early

Wave-based defence needs a small conductor: a countdown, a spawn that does not flood one frame, a check that the wave is really over and a reward for impatience. The reward is where it goes wrong, because it can be claimed twice or at the wrong time.

Why this works

A reward for impatience is a trade: the player takes risk now to gain later. It stays honest only if the offer exists at one clear moment and is paid out and used up in the same step, so it cannot be claimed twice.

When not to use it

Skip the early call in games where the pace is already set by the story or where players are new and need every second to build. There it only adds a trap. Use a steady countdown with no bonus, or let waves come on a fixed beat.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 38 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 "Enemy waves that come in groups, wait for the field to clear and can be called early" (read_entry wave-director-early-call-bonus-once) 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