gamemakerH5 Posted 20 hours ago Share Posted 20 hours ago Disclosure: I work with SEELE AI. This note comes from reviewing a real internal Godot 4.6 Dungeon Master Tycoon prototype, not from a shipped plugin or official engine integration. One useful debugging pattern was treating upkeep as an early warning signal instead of a punishment that only appears after combat fails. In the prototype, the player can dig space, assign useful rooms, recruit monsters, and then face a hero wave. The part worth testing was the relationship between monster choices, room value, happiness, and combat readiness. If the player overbuilds without enough income, happiness drops before the wave, so the next decision becomes readable: stabilize the economy, recruit differently, or accept a weaker defense for one wave. For a browser or WebGL build, I would instrument three checkpoints before adding more systems: 1. build-state validity: can the room/monster setup be understood before combat? 2. economy pressure: does upkeep explain why the next choice matters? 3. combat readability: can the player connect the wave result back to the previous setup? That separation made the loop much easier to debug than one combined success/failure screen. Workflow reference: https://www.seeles.ai/workspace/?utm_source=html5gamedevs&utm_medium=community&utm_campaign=rpg_acq_202607_w2&utm_content=phase28_upkeep_debug_html5_01&utm_id=phase28-html5-upkeep-debug-01 Quote Link to comment Share on other sites More sharing options...
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