# Enemy Difficulty Curve Analyzer AI Agent Connect

> Analyze enemy scaling and player progression to ensure smooth combat pacing.

## Overview
- **Category:** analytics
- **Price:** Free
- **Endpoint:** https://edge.vinkius.com/vk_preview_7XWxgrx7nCh2xDo4YEVRIxebw8IdMVcuoxrn5kZi/ai-agent-connect
- **Tags:** game-dev, difficulty-scaling, combat-pacing, progression, analytics

## Description

This MCP server provides deterministic diagnostic tools for game designers to identify friction points in combat progression. Use `analyze_combat_ratios` to calculate the relationship between enemy threat and player power, `detect_progression_anomalies` to find difficulty spikes and smoothness scores, and `evaluate_player_experience` to quantify frustration and boss impact. It helps ensure that difficulty curves remain engaging rather than frustrating or boring.

## Tools

### analyze_combat_ratios
Calculates the fundamental relationship between enemy threat and player power

### detect_progression_anomalies
Identifies problematic jumps in difficulty and assesses the overall smoothness of the game flow

### evaluate_player_experience
Quantifies the qualitative "feel" of the game, specifically looking for boredom and frustration

## Prompt Examples

**Prompt:** 
```
Analyze the combat ratios for these enemies: [{'level': 1, 'hp': 100, 'damage': 10, 'abilities_count': 1, 'special_mechanics': []}, {'level': 2, 'hp': 250, 'damage': 25, 'abilities_count': 2, 'special_mechanics': []}] with a player DPS curve of [10, 20].
```

**Response:** 
```
{ "difficulty_ratios": [1.0, 1.25], "time_to_kill_per_enemy": [10.0, 10.0] }
```

**Prompt:** 
```
Check for progression anomalies in these difficulty ratios: [1.0, 1.2, 2.5, 2.6].
```

**Response:** 
```
{ "smoothness_score": 65.4, "spike_locations": [2], "is_unstable": true }
```

**Prompt:** 
```
Evaluate the player experience with TTK values [15, 70, 20] and boss ratios [4.0].
```

**Response:** 
```
{ "frustration_index": 1, "progression_pace": [1], "boss_ratios_valid": true }
```

## Frequently Asked Questions

**How do I identify a difficulty spike?**
A difficulty spike is identified when the difficulty ratio increases by more than 50% compared to the previous enemy. You can use `detect_progression_anomalies` to find these specific locations.

**What is a good Boss Ratio?**
A boss ratio is considered valid and well-tuned if the boss difficulty is between 3 and 5 times the average difficulty of the surrounding minion enemies.

**How is the frustration index calculated?**
The frustration index counts the number of encounters where the time to kill (TTK) exceeds 60 seconds, indicating potentially tedious combat.
