feat(balance): 30-wave campaign, 5 new enemy types, steeper per-wave scaling
The campaign was too easy: a handful of un-upgraded towers stopped everything. This makes the game substantially harder across three axes. Campaign extended from 20 to 30 hand-tuned waves (endless now starts at 31). Victory messages, HUD label (via store.totalWaves synced from TOTAL_WAVES), start screen, lobby and README updated. Five new enemy types debut in later waves, each with a hand-drawn canvas look: - Brute (wave 8): fast tank hybrid, 130 HP, 2 lives - Phantom (wave 12): fast flyer with real HP, 2 lives - Scorpion (wave 14): very fast ground, 2 lives - Golem (wave 18): walking bunker, 560 HP, 3 lives - Dragon (wave 22): flying boss, 950 HP, 3 lives, gets its own top boss health bar like the boss Per-wave HP scaling steepened (1 + 0.16m + 0.025m², was 0.18m + 0.02m²): wave 10 now ~4.6x (was 4.2x), wave 20 ~13.2x (was 11.6x), wave 30 ~29x. Late waves mix the new types into heavy compositions; wave 30 is the final wall (3 bosses, 2 dragons, 4 golems, 12 scorpions). Endless waves scale all ten types with bosses every 5 and dragons from endless+2. Balance validated with the headless greedy-bot simulation: the bot (capped around tower level 5 on fixed spots) previously trivially won the campaign and now dies at wave 29 — clearing wave 30 requires evolved towers (level 6+), research bonuses and good placement. The sim docs were updated to describe this new tuning philosophy. New render smoke test (npm test): draws all ten enemy kinds through the real renderer with a stub 2D context, two frames each with slow/ DoT/flash effects active, guarding every drawEnemy code path. 55 checks green, build clean. Browser-verified: campaign starts and HUD shows "Welle x/30".
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13 changed files with 402 additions and 38 deletions
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@ -1,6 +1,12 @@
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/**
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* Headless balance simulation: a greedy bot plays the game on 'normal'
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* to verify the campaign is winnable (and not trivially easy).
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* Headless balance simulation: a greedy bot plays the campaign on 'normal'
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* as a difficulty baseline. The bot uses predetermined build spots and a
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* naive greedy upgrade policy (it plateaus around tower level 5), so where
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* it dies marks the difficulty wall for un-evolved towers. The 30-wave
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* campaign is tuned so that clearing it requires evolved towers (level 6+),
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* research bonuses and good placement – the bot dying late (wave ~28+) is
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* expected and healthy; dying before ~wave 15 would mean the mid-game is
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* overtuned.
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*
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* Run: npm run sim
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*/
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@ -8,8 +14,8 @@ import { GameEngine } from '../src/game/engine.ts'
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import { TOWERS } from '../src/game/config.ts'
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import type { TowerKind } from '../src/game/types.ts'
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/** campaign balance stays tuned for 3 levels – evolutions are endless-mode luxury */
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const SIM_MAX_LEVEL = 3
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/** upper tower level bound for the greedy bot (it rarely reaches it) */
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const SIM_MAX_LEVEL = 9
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const eng = new GameEngine()
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eng.startGame('normal')
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@ -153,7 +159,7 @@ while (eng.phase !== 'gameover' && eng.phase !== 'victory' && guard < 60 * 60 *
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console.log('---')
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console.log(`Ergebnis: ${eng.phase === 'victory' ? 'SIEG' : 'NIEDERLAGE'} in Welle ${eng.waveNo}, Leben übrig: ${eng.lives}, Punkte: ${eng.score}`)
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if (eng.phase !== 'victory') {
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console.log(' → Balancing zu schwer! Gegner-Werte abschwächen.')
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console.log(' → Greedy-Baseline gescheitert. Tod vor ~Welle 15 wäre zu schwer, spät (~28+) ist Ziel.')
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} else if (eng.lives > 14) {
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console.log(' → Balancing zu leicht (zu viele Leben übrig).')
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}
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