Design Game Encounters Design encounters as decisions, not actor counts. Compose Define objective, available space, enemy roles, spawn timing, hazards, player resources, exits, failure recovery, and reward. Add one pressure source at a time; require each archetype to create a distinct response. Keep it fair Protect readable paths, telegraphs, camera sight lines, and recovery windows. Cap simultaneous committed attackers and avoid offscreen damage, unavoidable chains, or encounter resets that duplicate rewards. Validate Create deterministic starts for low resources, each wave, boss phase, vict…