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LVL
7. Player Totems1. # Islands2. # Enemy Groups3. Enemy Total4. Enemy Army Counts 5. Timer (s)6. DisparityTarget Difficulty FeelAdd new mechanics
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1153310[2, 2, 6]309Super Easy
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2254320[10, 5, 5]3012Easy
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3253440[12, 20, 5, 3]256Light-Medium
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4604475[30, 30, 2, 13]2012Medium
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57554100[40, 25, 22, 13]2027Easyadd planters
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69045120[40, 40, 20, 15, 5]1212Tough
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76056150[50, 50, 46, 1, 1, 2]159Light-Mediumadd bouncing totems
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811546150[45, 58, 46, 5, 60, 2]1516Mediumbouncing again, but only some this time
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97055120[49, 33, 31, 11, 5]1221Mediumadd crabs (30)
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106036110[40, 16, 38, 16]1014Super -Toughcrabs + planters
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11255450[20, 12, 9, 9]204Mediumall peaking totems
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129056175[50, 45, 30, 25, 13, 12]1019MediumLarge amount of enemies
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Value Bounds - gives structure and restrictions on level design, experiment to find these values and set before designing levels. Set level parameters according to the number in the column name
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MinMax
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Enemy Total
10200
<- Determine based off visual readability and space
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Disparity1030
<- Determined based off max and min desired difficulty
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Timer1030
<- Set this based on how hard it is to evaluate enemy army, harder means player needs more time
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