Quick answer: Incorporate a run-length signal (total rooms cleared, elapsed run time, or total depth) into the scaling function in addition to the floor so longer runs ramp difficulty.

If a slow, thorough run stays easy, scaling is tied only to floor and ignores how long the run has actually been. Adding a run-length term to the scaling keeps difficulty honest.

How to fix it

1. Add a run-length term

Compute enemy scaling from both floor depth and a run-length measure such as total rooms cleared, so taking more rooms increases difficulty even on the same floor.

2. Choose a stable length metric

Prefer rooms-cleared or total depth over wall-clock time so pausing or idling does not unfairly inflate difficulty, then blend it into the multiplier.

3. Cap the combined scaling

Clamp the final multiplier so extremely long runs do not produce impossible enemies, and log it per room to validate the curve.

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.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.