Quick answer: Multiply enemy base stats by a function of the current floor (or act) when spawning, so health and damage grow as the player descends.

If floor 10 enemies are as weak as floor 1, nothing is reading the depth counter when spawning. Applying a depth-based multiplier at spawn time restores the difficulty curve.

How to fix it

1. Scale stats at spawn by floor

When instantiating an enemy, multiply its base health and damage by a scaling function of the current floor, e.g. base * (1 + floor * k), so deeper floors are harder.

2. Tune per-act, not just linearly

Use a curve or per-act table rather than pure linear scaling so difficulty spikes at boss gates and resets gently at act transitions feel intentional.

3. Cap and validate the multiplier

Clamp the scaling so very long runs do not produce absurd stats, and log the computed multiplier per floor to verify the curve in playtests.

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 Godot 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.