game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user needs to validate game balance, tune economy systems, analyze progression curves, evaluate difficulty scaling, or check reward pacing. Includes Monte Carlo simulation and statistical validation. Triggers on: "balance", "economy tuning", "progression curve",
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-balance-checkContext preview
The summary Claude sees to decide when to auto-load this skill.
Invoke when the user needs to validate game balance, tune economy systems, analyze progression curves, evaluate difficulty scaling, or check reward pacing. Includes Monte Carlo simulation and statistical validation. Triggers on: "balance", "economy tuning", "progression curve",
name: "game-balance-check" description: > Invoke when the user needs to validate game balance, tune economy systems, analyze progression curves, evaluate difficulty scaling, or check reward pacing. Includes Monte Carlo simulation and statistical validation. Triggers on: "balance", "economy tuning", "progression curve", "difficulty scaling", "reward pacing", "Monte Carlo", "fairness check". Do NOT invoke for economy/monetization design (use game-economy-designer) or code review (use game-code-review). Part of the AlterLab GameForge collection. argument-hint: "[system to analyze]" effort: medium context: fork allowed-tools: Read, Glob, Grep, Write, AskUserQuestion version: 1.3.0
Balance is not about making everything equal -- it is about making everything feel fair while keeping decisions meaningful. A perfectly balanced game where every option is identical is a game with no interesting decisions. Into the Breach achieves near-perfect balance not through symmetry but through information transparency -- every option is viable because every consequence is visible. Slay the Spire achieves it through controlled variance -- any card can be powerful in the right deck, and Jorbs' statistical breakdowns prove the math holds across thousands of runs.
The goal is controlled asymmetry: every choice has a trade-off, every path is viable, and every player feels their preferred playstyle is respected. This workflow provides formal models -- including statistical validation and simulation -- for validating economy, progression, difficulty, and reward systems.
**Invoke this workflow when:**
**Do NOT use this workflow when:**
1. **Balance is relative, not absolute.** A weapon that deals 100 damage is not overpowered or underpowered in isolation. It is only meaningful relative to enemy health pools, other weapon options, ammunition scarcity, and player skill ceiling. 2. **Dominant strategies kill games.** If one approach is strictly better than all alternatives in all situations, you have a balance failure. Dead Cells handles this by making every weapon viable through situational DPS curves -- a slow broadsword outdamages daggers against single targets but fails against swarms. Every viable strategy must have at least one situation where it is suboptimal. 3. **Perception matters more than math.** A system can be mathematically balanced but FEEL unfair. Player psychology (loss aversion, anchoring, confirmation bias) must be factored into balance analysis. A player who loses a rare item to a 5% failure chance remembers that loss far more vividly than the 95 successes. Balatro understands this -- its pity system and score multiplier transparency make variance feel fair even when the math is brutal. 4. **Never balance in a vacuum.** Every system interacts with every other system. Changing the warrior's damage output affects healer balance, enemy design, level pacing, and economy. Map the dependency graph before touching any number. Factorio's developers famously trace every balance change through the entire production chain before shipping it. 5. **Data over intuition.** When you have telemetry, use it. When you do not, use Monte Carlo simulation to generate synthetic data. "It feels about right" is not a balance methodology. 6. **Reference `docs/game-design-theory.md`** for Flow Theory (challenge-skill balance), SDT (competence feedback loops), and MDA Framework (how balance affects target aesthetics).
**Step 1: System Inventory and Dependency Mapping**
Before you can balance a system, you must understand what the system contains and how it connects to everything else.
Create a complete inventory of:
Build a dependency graph showing how these systems connect. When system A changes, which other systems are affected? This graph is your guard rail -- before changing any number, trace the ripple effects through the dependency graph.
**Step 2: Economy Validation**
**Faucet/Sink Analysis**
Map every currency source and sink with flow
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user asks about art style, visual language, style guide, character design, environment art, UI art direction, asset pipeline, reference boards,…
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio…
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.…
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency,…