Quick answer: Assign each encounter a difficulty budget that scales with progression and fill it by spending points on weighted enemy choices until the budget is spent.
If one room is empty and the next is a death trap, your encounters are unbudgeted. A points-based budget keeps difficulty on a smooth curve.
How to fix it
1. Give each enemy a threat cost
Assign every enemy type a difficulty cost reflecting how dangerous it is. A budget is then a quantity of threat points to fill, not a count of enemies.
2. Scale the budget with progression
Make the per-encounter budget a function of level depth or player power so encounters get harder smoothly. Add small random variance so not every room feels identical.
3. Spend down the budget
Fill an encounter by repeatedly picking an affordable enemy (weighted by suitability) and subtracting its cost until the remaining budget is too small for any enemy. This keeps total threat close to the target every time.
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.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.