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scotidevscotidev/GameDevStudio/.agents/skills/balance-check/SKILL.md

balance-check

Skill1 starsChanged 8 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.

13 other projects use a version of this, 8 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use soak-test, team-live-ops and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • lilangMaxSkill

    soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

    Also in 5 projects that use this

  • lilangMaxSkill

    team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

    Also in 5 projects that use this

  • +10 more from lilangMax

The file

Show its rules and text

We split this skill into the rules it gives an agent

14 rules. 13 are common, 1 is distinctive, and 0 are very specific to this project.

  • 13

    Common

    Most of the 10 edited versions we read keep these.

  • 1

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When this skill is invoked:

    line 9
  2. Common:

    Check time-to-kill at each tier

    line 21
  3. Common:

    Check if defensive options can create unkillable states

    line 23
  4. Common:

    Verify damage type/resistance interactions are balanced

    line 24
  5. Common:

    Check for infinite resource loops

    line 29
  6. Common:

    Verify gold sinks scale with gold generation

    line 30
  7. Common:

    Check if any items are never worth purchasing

    line 31
  8. Common:

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

    line 35
  9. Common:

    Check for power spikes (sudden jumps in capability)

    line 36
  10. Common:

    Verify content gates align with expected player power

    line 37
  11. Common:

    Check if skip/grind strategies break intended pacing

    line 38
  12. Common:

    Check pity timer math

    line 42
  13. Common:

    Verify no loot is strictly useless at any stage

    line 43
  14. Common:

    Check inventory pressure vs acquisition rate

    line 44

“Common” is measured: kept by at least 6 in 10 of the 10 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

When this skill is invoked:

  1. Identify the balance domain from the argument.
  2. Read relevant data files from assets/data/ and design/balance/.
  3. Read the design document for the system being checked from design/gdd/.
  4. Perform analysis:

    For 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

    For 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

    For 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

    For 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
  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]

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