game-balance

Installation
SKILL.md

Game Balance — Balance Analyzer

Prerequisites

  • Requires docs/mvp-first-draft.md in the project (run game-architect first)

Phase 0 — Context Load (silent, mandatory)

Execute in this exact order:

  1. READ docs/mvp-first-draft.md
    • If it does NOT exist: output ⛔ Cannot proceed. docs/mvp-first-draft.md not found. Run the game-architect skill first to generate the MVP plan before running a balance analysis. and stop.
  2. Determine scope from the user's message:
    • If no scope specified or "all": analyze all systems (Phases 1–4)
    • If "economy": run Phase 1 only
    • If "difficulty": run Phase 2 only
    • If "progression": run Phases 2 + 3
    • If "rewards": run Phases 1 + 4
  3. Load skills based on scope:
    • economy or all → Apply the game-economy-design skill
    • difficulty or progression or all → Apply the game-design-fundamentals skill
    • progression or all → Apply the skill-progression-trees skill
  4. READ docs/build-registry.md if it exists
  5. READ docs/quest-registry.md if it exists (for reward cross-reference in Phase 4)

Extract from docs/mvp-first-draft.md:

  • Game genre and core loop description
  • Currency types and economy parameters (faucets, sinks, amounts)
  • Difficulty settings and intended player progression
  • Progression system details (skill trees, level gates, cost tables)
  • Reward tables and schedules

Phase 1 — Economy Health Check

Skip this phase entirely if scope is "difficulty" or "progression".

Apply the Economy Health Metrics table from game-economy-design. For each metric, find the relevant value in docs/mvp-first-draft.md (or flag as "not defined"):

Metric Target Range Found in Plan Status
Daily currency earn/spend ratio 0.8–1.2 [value or "not defined"] 🟢/🟡/🔴
Median player currency held 2–5× avg purchase cost [value or "not defined"] 🟢/🟡/🔴
Premium conversion rate 2–5% of active players [value or "not defined"] 🟢/🟡/🔴
Time to first meaningful purchase 5–15 minutes [value or "not defined"] 🟢/🟡/🔴

Status legend:

  • 🟢 Within target range
  • 🟡 Outside range but recoverable — specific fix suggested
  • 🔴 Critical imbalance or not defined at all — blocks healthy launch

Also check for these anti-patterns from the skill:

  • Hyperinflation — unlimited currency faucets with no corresponding sinks → 🔴 CRITICAL
  • Pay-to-win — premium currency or IAP that grants direct gameplay power → 🔴 CRITICAL
  • Currency confusion — more than 3 currency types without clear differentiation → 🟡 WARNING
  • Dead economy — currency accumulates with nothing interesting to buy → 🟡 WARNING
  • Early abundance — excessive rewards in first 10 minutes that devalue later rewards → 🟡 WARNING
  • Exploitable loops — crafting or trading paths that generate infinite value → 🔴 CRITICAL

For each flagged issue, cite the specific skill principle: e.g., [→ game-economy-design: every faucet needs a sink]

Phase 2 — Difficulty & Flow Channel Check

Skip this phase entirely if scope is "economy" or "rewards".

Apply the flow channel framework from game-design-fundamentals (Csikszentmihalyi principle: challenge must scale with skill).

Analyze the intended difficulty curve from mvp-first-draft.md against the four progression phases:

Phase Expected Pattern Found in Plan Assessment
Early game Rapid unlocks, teaching mechanics, high success rate [from plan] 🟢/🟡/🔴
Mid game Meaningful choices, branching paths, ~65% success rate [from plan] 🟢/🟡/🔴
Late game Mastery optimization, meaningful challenge [from plan] 🟢/🟡/🔴
Endgame Social/competitive/infinite scaling [from plan] 🟢/🟡/🔴

Check for these anti-patterns from the skill:

  • Flat difficulty curve — no meaningful challenge increase → 🔴 (players master and leave)
  • Punishing failure — harsh penalties that discourage experimentation → 🟡
  • Tutorial as separate experience — tutorial feels disconnected from core gameplay → 🟡
  • Single player-type focus — designed exclusively for one Bartle type → 🟡
  • Boredom cliff — player masters the game too quickly → 🔴

The getDifficultyMultiplier formula from the skill: 1 + (playerSuccessRate - targetSuccessRate) * 0.3 — note if the plan accounts for adaptive difficulty or not.

For each flagged issue, cite the skill: [→ game-design-fundamentals: flow channel — challenge must scale with skill]

Phase 3 — Progression Cost Curve Check

Skip this phase entirely if scope is "economy", "difficulty", or "rewards".

Apply the cost scaling principles from skill-progression-trees.

Expected formula: cost = baseCost × tier^exponent where exponent should be 1.5–2.0.

Analyze the plan's progression costs:

Progression System Cost Structure in Plan Expected Formula Applied? Issue
[system 1 from plan] [flat / linear / exponential] 🟢/🟡/🔴 [if flagged]
[system 2 from plan] ... ... ...

Check for these anti-patterns from the skill:

  • Flat cost curves — every node/level costs the same → 🟡 (endgame nodes become trivially cheap as income scales)
  • Missing respec mechanic — players locked into bad choices permanently → 🟡
  • All nodes visible upfront — full tree shown immediately, spoiling discovery → 🟡
  • Client-side tree state — plan mentions client-side unlock validation → 🔴 CRITICAL
  • Hardcoded effects — effects in code instead of data config → 🟡

For each flagged issue, cite the skill: [→ skill-progression-trees: cost = baseCost * tier^exponent]

Phase 4 — Reward Schedule Check

Skip this phase entirely if scope is "difficulty" or "progression".

Apply reward schedule principles from game-design-fundamentals (variable ratio > fixed ratio — B.F. Skinner principle).

Analyze the reward structure:

Reward Type Schedule in Plan Variable? Assessment
Quest rewards [fixed / variable] [yes/no] 🟢/🟡/🔴
Daily login [fixed / variable] [yes/no] 🟢/🟡/🔴
Loot drops [fixed / variable] [yes/no] 🟢/🟡/🔴
Achievement rewards [fixed / variable] [yes/no] 🟢/🟡/🔴

If docs/quest-registry.md exists, cross-reference quest reward amounts against the economy metrics from Phase 1.

Check for these anti-patterns:

  • Reward inflation — too many rewards too fast; all future rewards feel devalued → 🟡
  • Predictable schedules — fixed ratio rewards sustain engagement much less than variable → 🟡
  • Nothing to spend on — rewards accumulate with no meaningful sink → connects to Phase 1 dead economy → 🔴

For each flagged issue, cite the skill: [→ game-design-fundamentals: variable ratio reward schedules sustain engagement longer]

Phase 5 — Balance Report

Output the complete report:

# Balance Report — [game name from mvp-first-draft.md] — [current date]

## Executive Summary
🔴 Critical issues: [count]
🟡 Warnings: [count]
🟢 Healthy systems: [count]

[If 0 critical issues]: No blockers found — safe to proceed with current design.
[If critical issues exist]: [count] critical issue(s) must be resolved before launch.

---

## Economy Health [only if analyzed]
[metrics table from Phase 1]
[anti-pattern findings]

## Difficulty Curve [only if analyzed]
[phase table from Phase 2]
[anti-pattern findings]

## Progression Costs [only if analyzed]
[table from Phase 3]
[anti-pattern findings]

## Reward Schedules [only if analyzed]
[table from Phase 4]
[anti-pattern findings]

---

## Recommended Actions

### 🔴 Critical (resolve before building)
1. [Issue description] — [specific fix] `[→ skill-name: principle]`
...

### 🟡 Warnings (address before launch)
1. [Issue description] — [specific fix] `[→ skill-name: principle]`
...

### 🟢 Notes (optional improvements)
1. [Suggestion] `[→ skill-name: principle]`
...

Hard Constraints

  1. Always cite the skill for every flagged issue — no undocumented opinions
  2. Never flag "not defined" as healthy — undefined parameters are 🔴 by default (you can't launch without them)
  3. Pay-to-win is always 🔴 CRITICAL — no exceptions
  4. Client-side game state is always 🔴 CRITICAL — server-authoritative is non-negotiable
  5. Provide a specific fix for every 🔴 and 🟡 finding — do not just flag without recommendation
Related skills
Installs
1
GitHub Stars
10
First Seen
Mar 25, 2026