Hack and Slash AI Combat Roles
Abstract
Designing engaging enemy groups in hack and slash games involves balancing complexity, challenge, and player agency. Presenting too many active enemies at once can overwhelm the player, breaking the flow state essential for an enjoyable experience. By contrast, under-challenging encounters risk boredom and disengagement. This chapter introduces a structured system that organises enemies into combat roles – Attacker, Support, and Reserve – based on a distribution of each enemy’s Combat Threat Score into defined player-facing gauges. This technique ensures a dynamic and adaptable enemy distribution that maintains challenge, fosters player concentration, and supports a more enjoyable flow in hack and slash combat scenarios.
Fields of Study & Subjects
Artificial Intelligence in Games
Digital Games and Media
Educational Games and Gamification
Publication details
- Journal / source
- CRC Press eBooks
- Pages
- 25–32
- Publication date
- 4 March 2026
- Language
- EN
- Document type
- Book chapter