Thanks.
I'm still unsure about the solution I currently have but in a nutshell:
- I've got a level scene for each difficulty tier
- The level is separate in screen sized sections containing a list of enemy patterns to randomly choose from. You can also have several at once.
Pros:
• easy to setup and change
• you can somewhat tailor the level a bit better and avoid things that feels way too random
Cons:
• gives too random results anyway, sometimes ending sending all the hardest choices all at once, making it hard to properly balance
There might be better ways to set this up I guess:
- Picking from a "deck" of options to avoid repetition
- Favoring next / parallel options that fits well together
- Assigning a score to each pattern to make sure to keep the difficulty balanced
- Etc...
At least that's a few things I can think of about this particular case but it eventually all comes down to the experience you want to achieve.