Skip to content
Development
Skill

/game-balance-analysis

Specialized in game numerical design, this skill designs first-pass game balance values, diagnoses and tunes existing systems, and evaluates balance proposals by building and running executable models, simulators, parameter sweeps, and evidence checks. Use for combat,

From plugin
game-dev-skills
7617 skills4 agents
Install
$ npx -y skills add Yuki001/game-dev-skills --skill game-balance-analysis --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-balance-analysis

Context preview

The summary Claude sees to decide when to auto-load this skill.

Specialized in game numerical design, this skill designs first-pass game balance values, diagnoses and tunes existing systems, and evaluates balance proposals by building and running executable models, simulators, parameter sweeps, and evidence checks. Use for combat,

SKILL.md

game-balance-analysis.SKILL.md
name: game-balance-analysis
description: Specialized in game numerical design, this skill designs first-pass game balance values, diagnoses and tunes existing systems, and evaluates balance proposals by building and running executable models, simulators, parameter sweeps, and evidence checks. Use for combat, progression, economies, items/builds, PvP/metagames, and random rewards when the task requires concrete numbers or a supported verdict. Do not use for broad qualitative game-design critique without a numeric or systemic balance decision.

Game Balance Analysis

Design, analyze, and judge game balance through concrete models and player- facing outcomes. Produce actual values, tables, calculations, tuning options, or verdicts rather than a general discussion of balance theory.

Core rules

Select the balance target

Classify the task before modeling. A request may involve one or more of:

  • mathematical relationships between costs, benefits, rates, and outcomes;
  • difficulty for an intended audience or skill band;
  • progression of player power, challenge, access, and reward timing;
  • initial conditions such as turn order, side, spawn, map, or starting stock;
  • viability and interaction of multiple strategies;
  • comparative value of objects, abilities, characters, or builds;
  • actual and perceived fairness.

When targets conflict, state the tradeoff and prioritize the user's intended experience. Do not silently optimize one balance type at another's expense.

Model the relevant context

Attach every conclusion to an audience, mode, content set, skill band, build, time horizon, and version as relevant. Separate confirmed rules/data, calculated predictions, design assumptions, and unknowns.

Classify option relationships

Before comparing options, classify the dominant relationship:

  • `transitive`: broadly more benefit should carry more cost or disadvantage;
  • `intransitive`: value depends on the opposing choice or counter cycle;
  • `situational`: value depends on content, state, timing, or frequency;
  • `mixed`: more than one model is required.

Do not force an intransitive or situational set onto one absolute power curve.

Preserve meaningful differences

Numerical equality is not the goal. Accept deliberate asymmetry or small deviations when they support identity, discovery, risk, accessibility, or varied decisions without collapsing the choice space. Recommend adjustment when a difference makes one legitimate path compulsory, futile, unknowable, or unfair for the intended context.

Treat random systems at three levels

Always distinguish:

1. mathematical probability and outcome distribution; 2. player utility, including thresholds, loss, duplication, and diminishing value; 3. perceived probability produced by information, presentation, memory, and trust.

A mathematically fair random system may still need redesign when its utility or perceived fairness contradicts the intended experience.

Match confidence to evidence

Use mathematics for first-pass values and boundary checks, playtests for player behavior and understanding, and telemetry for repeated population patterns. One source does not substitute for the others. State what evidence would confirm or overturn the result.

Use two executable artifact lifecycles

For every non-trivial numeric design, use executable artifacts to verify the model and parameters. Read `references/simulation-and-tooling.md` and choose:

  • a **temporary verification script** for independent one-off calculation,

invariants, boundary checks, or proposal judgment; run it, capture the evidence needed for the decision, then delete the script and scratch output;

  • a **persistent simulation/tuning tool** for a balance system that will be

designed, explored, or adjusted repeatedly; deliver and retain the tool, editable parameters, scenarios, and accepted result set.

Inline arithmetic is sufficient only when a few independent calculations fully determine the result and parameter sweeps, repeated state, or randomness would not add useful verification. State why no script is needed.

Do not accept a model from inspection alone. Execute a known baseline, ordinary and boundary scenarios, and the proposed parameters. When the model is random or iterative, use fixed seeds and report distributions rather than one run.

Treat a persistent simulator as the executable specification of the balance model. Validate both **model fidelity** and **parameter fitness**. When results conflict with confirmed rules, known cases, or observed behavior, determine whether the model/tool is wrong or the parameters miss their targets. Fix and version the model and simulator first, add the failed case as a regression check, rerun validation, and only then tune parameters. Never use parameter changes to compensate for a known model defect.

Task routing

Read exactly one primary task playbook:

| Task | Read | | --- | --- | | Create first-pass numbers or a new balance model | `references/design-balance-model.md` | | Diagnose an existing imbalance and tune it | `references/diagnose-and-tune.md` | | Judge or compare a proposed balance change | `references/evaluate-balance-proposal.md` |

Then read only the relevant domain playbook:

| Domain | Read | | --- | --- | | Combat, enemies, XP, levels, rewards, PvE progression | `references/combat-and-progression-playbook.md` | | Currencies, sources/sinks, prices, trading, inflation | `references/economy-playbook.md` | | Competitive matchups, snowball, ratings, metagame | `references/pvp-and-metagame-playbook.md` | | Loot, cards, dice, streaks, pity, duplicate protection | `references/random-reward-playbook.md` |

Read `references/calculation-recipes.md` only for the calculations required by the task. Read `references/simulation-and-tooling.md` whenever a substantive numeric model is designed, diagnosed, or judged. Read `references/evidence-and-validation.md` when conclusions depend on playtes

Read more
Ships withgame-dev-skills

This is my personal agent skill repository, primarily focused on game development.

Get the whole plugin

Other skills on game-dev-skills.