balance-check

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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'.

12installs
Added on

NPX Install

npx skill4agent add donchitos/claude-code-game-studios balance-check

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."