Adaptive Auto-Battler

PvE Auto-Battler with Self-Learning Enemy AI

A browser-based PvE auto-battler where the enemy AI learns from your unit composition after each wave and escalates counters. Recruit Knights, Archers, Wizards, and Clerics, then watch the enemy intelligently shift its composition to target your dominant strategy.

An auto-battler where the enemy doesn't follow a fixed script—it learns from you. Recruit a team of heroes, watch them fight through automated combat, then return to a shop between waves to reinforce survivors and spend gold. As you play, a performance tracking engine grades each unit type on damage dealt, kills, and survival rate, then silently adjusts the enemy spawn composition to emphasize counters to your dominant units. The game gets harder in exactly the ways you least expect.

The Adaptive Engine

After every wave, each player unit type receives a dominance score combining damage output, kill count, and whether it survived the fight. These scores are normalized and mapped to a weight table governing enemy composition. If your Knights tank through everything, their counter—the Brute—starts appearing in higher numbers, armed with armor-piercing attacks that strip away the Knight's 12-point damage reduction. If Wizards are devastating multiple targets with splash, Silencers accumulate in the next wave to stack ATK debuffs. The adaptation is smooth, not binary: weights blend 55% old state and 45% new target each wave, so the enemy shifts pressure gradually rather than overcorrecting.

Unit Roster and Counter Triangle

Four player unit types each have a natural predator. Knights draw enemy targeting via taunt and absorb hits, but Brutes pierce 55% of armor. Wizards deal high splash damage to two targets simultaneously, but Silencers stack -35% ATK on every hit. Clerics heal the lowest-HP ally instead of attacking, but Corruptors apply poison and a heal-suppression debuff. Archers have the fastest attack speed in the game, but Assassins ignore all other targeting logic and lock onto the unit with the lowest max-HP—making your fragile backline their first stop.

Economy and Metagame

Each wave clears for gold scaled to difficulty. Survivors carry their current HP into the next fight, making survival decisions meaningful—a Knight at 40 HP is weaker than a fresh recruit. Units can be sold mid-prep for half their buy cost, letting you pivot composition when the threat intelligence panel shows a specific counter type climbing. That panel, visible from wave two onward, shows which enemy types are being amplified by your recent performance—advance warning to adapt before the enemy adapts to you.

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