Tip of the Tentacle · Balance
Balance History
Upgrades Affordable per Wave
Median memories earned in a wave divided by the average shop price, averaged over early (1–5), middle (6–10) and late (11–20) waves. The goal is about one upgrade per wave (shaded 0.8–1.4). Hollow points are smaller tuning runs (under 100 games).
Survival
Share of simulated runs with no lethal hit up to wave 10 and up to wave 20. The bot is immortal (a lethal hit is counted and the run goes on), so every run still gives data for all 20 waves.
Enemies on Screen
Average number of enemies alive during waves 5, 10 and 20 (recorded since Sep 28).
Kills and Shopping
Kill efficiency: memories earned as a share of what killing everything would pay (all waves). Bought: share of waves after which the bot could afford and bought an upgrade.
Every Run, Every Wave
Upgrades affordable per wave for each level 0 run, oldest at the top. Dark purple is on target (1.0); amber is short of an upgrade, bright violet is more than one.
Each Version's Final Run, Wave by Wave
Upgrades affordable per wave in the last full (100-game) level 0 run of each version.
All Runs
Every archived run, every level. Upgrades columns are the averages for early, middle and late waves.