I’m glad you like the mode
The maximum number of enemies that can spawn is equal to the number of players in team 2 that are outside of the spawn room. The game will rotate through all players in team 2 to decide near which player the next enemy will spawn (so the first enemy will spawn near the player in slot 0, the one after that near the player in slot 1, etc.).
When you use a boss summon item, the next enemy that will spawn based on your position will be a boss. So it can take a while.
Regular enemies despawn after 20 seconds of inactivity, leaders after 40 seconds, bosses after a minute.
There are global cooldowns that stop all enemy spawn events for a bit when something complex happens, for example when a player joins the game or presses ultimate status to display a code (that was one of the many things I tried to reduce the risk of crashes) .
It’s possible that there are some issues with respawn. I fixed one problem in the latest version (try to use that one if you didn’t before). But there may be other issues. I haven’t done a ton of testing on the latest version, needed a break from working on this game mode. If respawn feels slow it’s partially due to cooldowns (global and enemy-specific) that I introduced in an attempt to reduce the risk of crashes.
There is unfortunately no way to see your stats (except by looking at the inspector as a host if you know which variable stands for what). I had planned on adding that feature but gave up on it quickly when the game started crashing.
I don’t know of any way to shorten the code without saving less values. The equipped item actually has 19 values that need to be saved, at least 7 of them are double digit, then there’s the money (4 digits), level, boss items, XP progress towards the next level (4 digits). If there are clever algorithms to make the code shorter, then I have to say that I unfortunately don’t know how to do that. I could make the items more generic (right now they have 5 separate stats for damage dealt, damage received, max health, move speed, projectile speed and I could just use one stat instead, but that would mean a lot of work without any guarantee that it helps with crashes and make a previous codes invalid).
I know that it’s really annoying to enter such a long code. I was worried about that when I was planning the game mode on paper already (I was worried that it would be too annoying for people to enter a long code once every 60 minutes - or more often - I thought if someone would join 10 minutes before the match is over, they would simply skip the round and wait for the next one :)). Now, the crashes have made this code entering problem way worse (plus it really takes away from the enjoyment when you need to constantly fear that you’ll lose your progress) which is why I tried so many things to stop the crashes from happening.
Hopefully, I can find a way to make the game mode more stable with the new server load values in the next few days/weeks. And if not, I might remake the game mode completely in a simpler version, since I really like the loot and save mechanics myself (when I started playing other game modes I kept pressing crouch in the hopes to pick up some loot, haha) Hopefully, I can find a way to fix it