balance-check
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'.
By donchitos · 554 installs
npx skills add donchitos/claude-code-game-studios --skill balance-check
Source repository · Upstream listing
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
Phase 6: Fix & Verify Cycle
After presenting the report, use AskUserQuestion :
Prompt: "Balance check complete. What would you like to do next?"
Options:
[A] Fix highest priority issue now — walk me through it
[B] Save report to design/balance/balance check [system] [date].md
[C] Stop here — I'll review the findings manually
If [A]:
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 [B]:
Write the report to design/balance/balance check [system] [date].md (create the directory if needed). Use the current date for [date] in YYYY MM DD format.
Confirm the file was written, then end with: "Re run /balance check after fixes to verify."
If [C]:
Summarize open issues and end with: "Re run /balance check after fixes to verify."