Quick answer: Drive AI timers, reaction times, and attack rates by elapsed time, not frame count, so enemy behavior and difficulty are the same on every machine.
Difficulty changing with frame rate is frame-dependent AI timing. Making it time-based fixes it. Here is how.
How to fix it
1. Time-base AI timers
Reaction delays, attack cooldowns, and decision intervals should count elapsed time, not frames. Tied to frame count, an enemy reacts faster at high frame rates, making the game harder on better hardware.
2. Time-base movement and rates
Enemy movement and fire rates must use delta time so they cover the same ground and shoot at the same pace regardless of frame rate, keeping difficulty consistent.
3. Test at low and high frame rates
Verify enemy behavior feels the same at 30 and 144 frames per second. If they are tougher at one rate, some timing is still frame-dependent. Find and convert it to time-based.
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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.