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'.
pinned to #984023dupdated 2 weeks ago
Ask your AI client: “install skills/balance-check”.
Requires the metahub MCP server installed in your client. Set up MCP.
mh install skills/balance-checkmetahub onboarded this repo on the author's behalf.
If you own github.com/Donchitos/Claude-Code-Game-Studios on GitHub, claim the listing to take over publishing. Your claim preserves the existing eval history and badges; only the curator label is replaced with verified-publisher on your next publish.
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Last commit
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Latest release
published
- #ai-agents
- #ai-assisted-development
- #anthropic
- #claude
- #claude-code
- #game-design
- #game-development
- #gamedev
- #godot
- #indie-game-dev
- #unity
- #unreal-engine
About this skill
Pulled from SKILL.md at publish time.
Allowed tools
- Read
- Glob
- Grep
- Write
- AskUserQuestion
Evaluation report
WarningsAutomated checks the publisher passed at publish time — structure, docs, safety, and whether the artifact behaves as claimed.984023d· 2 weeks ago
Kind-specific
31Skill: SKILL.md present
found at .claude/skills/balance-check/SKILL.md · frontmatter source: SKILL.md
Skill: body content present
607 words · 3,961 chars · 14 sections · 1 code block
Skill: triggers declaredwarn
No `trigger` phrases in SKILL.md frontmatter
Add `trigger:` lines so Claude knows when to activate this skill — e.g. `when building MCP servers` or `for diagram creation`.
Skill: allowed-tools scope
5 declared: Read, Glob, Grep, Write, AskUserQuestion
Release history
1- releasecurrent984023dwarn2 weeks ago
Contents
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, 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 indesign/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-checkafter fixes to verify."
If [C]:
- Summarize open issues and end with: "Re-run
/balance-checkafter fixes to verify."
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