Quick answer: Use an attack token system that limits how many enemies attack at once, queue the others to circle or wait, and stagger attacks for fair, readable combat.
All enemies attacking at once is independent attack decisions. An attack token system fixes it. Here is how.
How to fix it
1. Use an attack token system
Have a limited number of attack tokens that enemies must hold to attack, so only a few attack at once. Enemies without a token wait or reposition. This is how games keep group combat fair and readable.
2. Queue the others to circle
Enemies waiting for a token should circle, reposition, or menace rather than stand still, so the encounter stays dynamic while not all attacking. This keeps pressure on without overwhelming the player.
3. Stagger the attacks
Release attack tokens on a stagger so attacks come in a readable rhythm the player can react to, rather than a simultaneous burst. Staggered attacks make group fights challenging but fair instead of an unavoidable pile-on.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.