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Apr 6, 2011 at 16:57 comment added Olhovsky Then do as I suggested for linear games. Hand the player more a couple more difficult monsters, if he doesn't perform well, then reduce the monster level, until some lower bound. The player will still have a sense of progression, because the worst players will still always hit the lower bound of monster level spawning.
Apr 6, 2011 at 13:52 comment added ashes999 That sounds very much a strategy for static maps. What if my game is 90%+ procedural, like a rogue-like?
Apr 6, 2011 at 5:15 history answered Olhovsky CC BY-SA 2.5