Spielerando

Players farm weak enemies for experience, and strong ones give barely more

If every enemy pays the same, the safest enemy is the best deal and the game turns into grinding. Here is how to let the reward follow the gap between player and enemy, so weak ones fade out and brave fights pay a bit more.

Why this works

Reward should follow the risk the player really took. Paying less for easy fights and a little more for hard ones points players at fights worth having, while a ceiling and a floor keep both farming and reckless dives unprofitable.

When not to use it

Skip it in games where every fight is meant to count the same or where levels are not shown. A level gap that changes pay can feel arbitrary there; give fixed rewards and balance the fights themselves.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 2 common mistakes and the fix
  • 16 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 "Players farm weak enemies for experience, and strong ones give barely more" (read_entry xp-from-weak-and-strong-enemies) 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