agentleFS
dawn840705dawn840705/claude-code-studios/skills/balance-check/SKILL.md

balance-check

Skill1 starsChanged 3 months agoMITView on GitHub

Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.

13 other projects use a version of this, 9 of them edited.

Adopted by

Most recently taken up by

The file

Show its rules and text

We split this skill into the rules it gives an agent

20 rules. 13 are common, 5 are distinctive, and 2 are very specific to this project.

  • 13

    Common

    Most of the 11 edited versions we read keep these.

  • 5

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    If no argument, ask the user which system to check.

    line 20
  2. Very specific:

    Read relevant files from assets/data/ and design/balance/ for the identified domain.

    line 26
  3. Very specific:

    Read the GDD for the system from design/gdd/ to understand intended design targets, tuning knobs, and expected value ranges.

    line 33
  4. Common:

    Check time-to-kill at each tier

    line 44
  5. Common:

    Check if defensive options can create unkillable states

    line 46
  6. Common:

    Verify damage type/resistance interactions are balanced

    line 47
  7. Common:

    Check for infinite resource loops

    line 52
  8. Common:

    Verify gold sinks scale with gold generation

    line 53
  9. Common:

    Check if any items are never worth purchasing

    line 54
  10. Common:

    Check for dead zones (no meaningful progression for too long)

    line 58
  11. Common:

    Check for power spikes (sudden jumps in capability)

    line 59
  12. Common:

    Verify content gates align with expected player power

    line 60
  13. Common:

    Check if skip/grind strategies break intended pacing

    line 61
  14. Common:

    Check pity timer math

    line 65
  15. Common:

    Verify no loot is strictly useless at any stage

    line 66
  16. Common:

    Check inventory pressure vs acquisition rate

    line 67
  17. Distinctive:

    After presenting the report, ask:

    line 103
  18. Distinctive:

    Ask which issue to address first (refer to the Recommendations table by priority row)

    line 108
  19. Distinctive:

    After each fix, offer to re-run the relevant balance checks to verify no new outliers were introduced

    line 110
  20. Distinctive:

    If the fix changes a tuning knob defined in a GDD or referenced by an ADR, remind the user:

    line 111

“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Phase 1: Identify Balance Domain

Determine the balance domain from $ARGUMENTS[0]:

  • Combat → weapon/ability DPS, time-to-kill, damage type interactions
  • Economy → resource faucets/sinks, acquisition rates, item pricing
  • Progression → XP/power curves, dead zones, power spikes
  • Loot → rarity distribution, pity timers, inventory pressure
  • File path given → load that file directly and infer domain from content

If no argument, ask the user which system to check.


Phase 2: Read Data Files

Read relevant files from assets/data/ and design/balance/ for the identified domain. Note every file read — they will appear in the Data Sources section of the report.


Phase 3: Read Design Document

Read the GDD for the system from design/gdd/ to understand intended design targets, tuning knobs, and expected value ranges. This is the baseline for "correct" behaviour.


Phase 4: Perform Analysis

Run domain-specific checks:

Combat balance:

  • Calculate DPS for all weapons/abilities at each power tier
  • Check time-to-kill at each tier
  • Identify any options that dominate all others (strictly better)
  • Check if defensive options can create unkillable states
  • Verify damage type/resistance interactions are balanced

Economy balance:

  • Map all resource faucets and sinks with flow rates
  • Project resource accumulation over time
  • Check for infinite resource loops
  • Verify gold sinks scale with gold generation
  • Check if any items are never worth purchasing

Progression balance:

  • Plot the XP curve and power curve
  • Check for dead zones (no meaningful progression for too long)
  • Check for power spikes (sudden jumps in capability)
  • Verify content gates align with expected player power
  • Check if skip/grind strategies break intended pacing

Loot balance:

  • Calculate expected time to acquire each rarity tier
  • Check pity timer math
  • Verify no loot is strictly useless at any stage
  • Check inventory pressure vs acquisition rate

Phase 5: Output the Analysis

## Balance Check: [System Name]

### Data Sources Analyzed
- [List of files read]

### Health Summary: [HEALTHY / CONCERNS / CRITICAL ISSUES]

### Outliers Detected
| Item/Value | Expected Range | Actual | Issue |
|-----------|---------------|--------|-------|

### Degenerate Strategies Found
- [Strategy description and why it is problematic]

### Progression Analysis
[Graph description or table showing progression curve health]

### Recommendations
| Priority | Issue | Suggested Fix | Impact |
|----------|-------|--------------|--------|

### Values That Need Attention
[Specific values with suggested adjustments and rationale]

Phase 6: Fix & Verify Cycle

After presenting the report, ask:

"Would you like to fix any of these balance issues now?"

If yes:

  • Ask which issue to address first (refer to the Recommendations table by priority row)
  • Guide the user to update the relevant data file in assets/data/ or formula in design/balance/
  • After each fix, offer to re-run the relevant balance checks to verify no new outliers were introduced
  • If the fix changes a tuning knob defined in a GDD or referenced by an ADR, remind the user:

    "This value is defined in a design document. Run /propagate-design-change [path] on the affected GDD to find downstream impacts before committing."

If no:

  • Summarize open issues and suggest saving the report to design/balance/balance-check-[system]-[date].md for later

End with:

"Re-run /balance-check after fixes to verify."

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