plugins/game-dev/skills/game-balance/SKILL.md
Numeric balance across game objects with stats — cost curves, transitive vs intransitive systems, dominant strategy detection, sandbagging signals, and anti-degenerate-strategy levers. Use when designing item or weapon stats, pricing storefronts, combat damage/HP/range numbers, upgrade trees, character classes, faction asymmetry, or anywhere two objects have numeric attributes that should relate fairly. Apply when playtesters say 'X is just better,' 'one path always wins,' or 'I never use Y.' Pairs with economy-design (currency flow) and progression-systems (curves over time).
npx skillsauth add rbergman/dark-matter-marketplace game-balanceInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Purpose: Systematic tools for tuning numeric systems — items, economies, combat, progression — so that player choices remain meaningful and no single strategy dominates.
Influences: Frameworks here draw on systematic game balance methodology, iterative design practice, and experience engineering theory.
Use this skill when:
The cost curve is the fundamental balance instrument. Every game object in a transitive system should sit on a consistent curve of cost vs. total value.
total_value = sum(attribute * weight)| Object | Cost | Attr_A | Attr_B | Attr_C | Weighted_Value | Delta |
|---------|------|--------|--------|--------|----------------|-------|
| Dagger | 10 | 5 | 8 | 0 | 13.0 (baseline)| 0 |
| Sword | 25 | 12 | 5 | 2 | 26.5 | +1.5 |
| Axe | 30 | 18 | 3 | 1 | 28.0 | -2.0 |
| Staff | 20 | 3 | 4 | 15 | 31.0 | +11.0 |
Most games combine both. Know which you're building.
Objects are strictly ordered by power, balanced by cost.
No single option is best — effectiveness depends on what the opponent chooses.
For intransitive systems, build a matrix of every option vs. every other option:
| Rock | Paper | Scissors |
---------|------|-------|----------|
Rock | 0 | -1 | +1 |
Paper | +1 | 0 | -1 |
Scissors | -1 | +1 | 0 |
Checks:
At scale: Simulate 1000+ matchups per pair. Statistical win rates should converge near 50% for balanced intransitive systems.
Economies are third-order design: you build a system → players create emergent behaviors → the combination is the actual experience.
| Mechanism | Example | Balance Lever | |-----------|---------|---------------| | Generation (sources) | Mining, quest rewards, loot drops | Rate, caps, diminishing returns | | Destruction (sinks) | Crafting costs, repair fees, consumables | Cost scaling, durability | | Trading | Auction house, direct trade | Transaction fees, trade restrictions | | Zero-sum | PvP loot, contested resources | Risk/reward ratio |
generation_rate > destruction_rate → inflation (prices rise, currency devalues)
destruction_rate > generation_rate → deflation (hoarding, new players locked out)
A dominant strategy is any approach that's optimal regardless of context. It kills meaningful choice.
When balance needs adjustment mid-development:
Common mistakes:
development
Initialize a new repository with standard scaffolding - git, gitignore, AGENTS.md, justfile, mise, beads, and timbers. Use when starting a new project or setting up an existing repo for Claude Code workflows.
data-ai
Activate at session start when using Agent Teams for complex multi-agent work. Establishes team lead role with delegation protocols, teammate spawning, model selection, and beads integration. You coordinate the team; teammates implement.
data-ai
Use when creating a worktree, setting up a worktree, starting feature work that needs isolation, or before executing implementation plans. Covers git worktree creation under .worktrees/, gitignore setup, beads integration, and merge guardrails.
data-ai
Activate when you are a delegated subagent (not the orchestrator). Establishes subagent protocol with terse returns, details to history/, file ownership boundaries, and escalation rules. You implement; orchestrator reviews and commits.