game-accessibility-spe…
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Validates and tunes game balance: economy faucets and sinks, progression and difficulty curves, reward pacing, win rates and dominant strategies, using agent-runnable simulations (Monte Carlo, AI-vs-AI) and telemetry. Use for "balance", "tuning", "difficulty spike", "Monte
Claude Code
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check --agent claude-code
Codex
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check -a codex -y
Cursor
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check -a cursor -y
Gemini CLI
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check -a gemini-cli -y
GitHub Copilot
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check -a github-copilot -y
OpenCode
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check -a opencode -y
Windsurf
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check -a windsurf -y
name: game-balance-check description: > Validates and tunes game balance: economy faucets and sinks, progression and difficulty curves, reward pacing, win rates and dominant strategies, using agent-runnable simulations (Monte Carlo, AI-vs-AI) and telemetry. Use for "balance", "tuning", "difficulty spike", "Monte Carlo", "win rate". Not for designing currencies or monetization (use game-economy-designer). argument-hint: "[system to analyze or tune]" allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Bash(npm run balance*), Bash(npx vitest *), Bash(node tools/balance/*), Bash(python3 tools/balance/*), Bash(godot --headless *), Bash(git log *), Bash(git diff *) effort: high
Balance is not making everything equal. It is making every choice feel fair while keeping decisions meaningful: every option has a trade-off, every intended playstyle is viable, and no single strategy is best everywhere. A perfectly symmetric game has no interesting decisions.
This workflow validates economy, progression, difficulty and reward systems with explicit models, then checks those models against evidence: simulations an agent can build and run in minutes, playtest observations, and telemetry from real players. The math tells you what the system does. Playtests tell you how it feels. You need both.
**Use this workflow when:**
**Do NOT use this workflow when:**
| Need | Route to | |---|---| | Designing currencies, pricing, monetization ethics | `game-economy-designer` | | Designing or redesigning a mechanic | `game-designer` (if the system is broken, tuning will not save it) | | How the balance *feels* to players | `game-playtest` | | Bugs, crashes, exploits caused by code defects | `game-qa-lead` | | Building the analytics pipeline and dashboards | `game-analytics-setup` | | Systems not defined yet | `game-prototype` first |
(`${CLAUDE_PLUGIN_ROOT}/templates/economy-model.md` is the expected shape), prior reports in `design/balance/`, tuning data files, and any playtest or telemetry exports.
`${CLAUDE_PLUGIN_ROOT}/genre-packs/roguelike/balance-template.md` (run economy, damage curves, rarity and pity, floor scaling, synergy scoring, Monte Carlo setup). For story-driven games read `${CLAUDE_PLUGIN_ROOT}/genre-packs/narrative/balance-template.md` (pacing, branch budgets, choice-consequence weight, playthrough length). Use them as the checklist for that genre.
1. **System and symptom** (default: "the one players complain about most"). 2. **Evidence available**: none (spreadsheet and simulation), playtest notes, live telemetry. 3. **Target player**: session length and archetype mix (default: 30-60 minute sessions, average player as the primary target).
1. **Balance is relative.** 100 damage means nothing without enemy health, alternatives, ammo scarcity and skill ceiling. 2. **Dominant strategies kill decisions.** Every viable strategy needs at least one situation where it is the wrong choice. 3. **Perception beats arithmetic.** A mathematically fair system can feel unfair. Losses weigh roughly twice as much as equal gains (Tversky and Kahneman's 1992 estimate of the loss-aversion coefficient is about 2.25); streaks feel rigged even when they are random. 4. **Never balance in a vacuum.** Map the dependency graph before changing a number; trace every change through it. 5. **Evidence hierarchy**: live telemetry > playtest observation > simulation > spreadsheet > intuition. Simulations validate the math, not the fun; a playtest closes the loop. 6. **Numbers live in data, not code.** Tuning constants sit in data files with units, ranges and a change log, so designers and agents can change them without touching logic. 7. **Reproducible or it did not happen.** Every simulation result cites its seed, build commit, config file and iteration count. 8. **Ground the analysis** in Flow, SDT and MDA from `${CLAUDE_PLUGIN_ROOT}/docs/game-design-theory.md`.
**Step 1: Inventory and Dependency Map**
List every:
versus **soft sinks** (currency changes hands or form). Hard sinks control inflation; soft sinks only slow velocity.
Draw the dependency graph (Mermaid is fine). It is your guard rail: before changing any number, trace which systems move with it.
**Step 2: Expose Tuning Constants**
If balance numbers are scattered through code (common in agent-built games), the first deliverable is moving them into one data source the game, the simulation and a debug panel all read:
Data Tables; web: a typed `tuni
🎮 A full indie game studio for Claude Code: 41 skills, 11 studio subagents with project memory, engine specialists for Godot, Unity, Unreal, Three.js & 2D web, plus vibe-coding, AI-asset and web-publishing workflows. From first idea to launch.
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Art Director (Sable Mori). Defines and defends the visual identity: art bible, shape and color language, silhouette readability,…
Audio Director (Kael Resonance). Defines sonic identity and the sound bible, adaptive music, SFX design, mix and loudness,…
Creative Director (Orion Vance). Defines and protects the creative vision: core fantasy, hook, ranked pillars and anti-pillars,…
Game Designer (Luca Ferreira). Designs core loops, mechanics, progression, balance formulas and game feel with MDA, SDT and Flow,…
Economy Designer (Mirela Voss). Designs currencies, faucets and sinks, inflation control and ethical monetization (premium, F2P,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.