Spielerando

The waves get slower and I suspect enemies are never really removed

Defeated enemies that quietly stay in memory pile up until the game crawls. This helper checks a log of arrivals and removals for characters that never left, shows what kind and which wave they came from, and finds removals that happened twice.

Why this works

Every spawn needs exactly one removal. Matching them by name makes the leftovers visible by kind, which points at the code path that forgot to clean up, such as a boss that dies by a special route.

When not to use it

Enemies that are meant to stay, like a corpse that decorates the level, need a different event or the report lists them as leaks every time.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 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 "The waves get slower and I suspect enemies are never really removed" (read_entry work-act-enemies-never-removed-count) 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