Enemy AI State Machine Design: A Practical Guide for Roguelikes
Your enemy needs to detect the player, chase, attack, and flee. A simple if-else chain works for two or three states, but as behaviors grow — boss phase tr
Combat pacing, risk, stagger, and enemy behavior.
Your enemy needs to detect the player, chase, attack, and flee. A simple if-else chain works for two or three states, but as behaviors grow — boss phase tr
Your difficulty curve looks correct on paper. Enemies get tougher as rooms progress, bosses spike at the end — yet players report feeling nothing. After th
You built a difficulty curve. Rooms get harder. Bosses scale. And yet players say every fight feels the same. Health bars drop, tension spikes for a moment
A structural pattern for roguelike difficulty scaling that treats risk-reward as tunable gates, not a single difficulty slider
A pattern for making combat feel like rock-paper-scissors instead of a DPS race
A data-driven pattern for spatial status effect spread that prevents infinite loops and frame spikes