game-balance-check
Invoke when the user needs to validate game balance, tune economy systems, analyze progression curves, evaluate difficulty scaling, or check reward pacing.
Skill by AlterLab-IEU
Chalk Labs
Need help deploying game-balance-check?
Chalk Labs sets up agents like this inside real teams: connected to your tools, tested on your data, with a human in the loop where it matters.
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/alterlab-ieu-game-balance-check
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
Get the weekly diff
The weekly diff: one email a week with new agent tools, notable updates and grade changes, plus security alerts for tools you follow. Double opt-in, one-click unsubscribe.
About
Use cases: design
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-balance-check
Tools it pre-approves 5
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Write,AskUserQuestion
What's inside
- Skill name
game-balance-check- Description
- Invoke when the user needs to validate game balance, tune economy systems, analyze progression curves, evaluate difficulty scaling, or check reward pacing. Includes Monte Carlo simulation and statistical validation. Triggers on: "balance", "economy tuning", "progression curve", "difficulty scaling", "reward pacing", "Monte Carlo", "fairness check". Do NOT invoke for economy/monetization design (use game-economy-designer) or code review (use game-code-review). Part of the AlterLab GameForge collection.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Write,, AskUserQuestion
- Instructions
- 505 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- body: 505 lines (spec recommends under 500)
Files (1)
- SKILL.md
SKILL.md (first lines)
# AlterLab GameForge -- Economy & System Balance Validation
Balance is not about making everything equal -- it is about making everything feel fair while keeping decisions meaningful. A perfectly balanced game where every option is identical is a game with no interesting decisions. Into the Breach achieves near-perfect balance not through symmetry but through information transparency -- every option is viable because every consequence is visible. Slay the Spire achieves it through controlled variance -- any card can be powerful in the right deck, and Jorbs' statistical breakdowns prove the math holds across thousands of runs.
The goal is controlled asymmetry: every choice has a trade-off, every path is viable, and every player feels their preferred playstyle is respected. This workflow provides formal models -- including statistical validation and simulation -- for validating economy, progression, difficulty, and reward systems.
### Purpose & Triggers
**Invoke this workflow when:**
- An in-game economy is producing unintended inflation or deflation
- Players are gravitating toward a single dominant strategy and ignoring all alternatives
- Progression feels too fast (trivializing content), too slow (creating grind walls), or uneven (dead zones followed by spikes)
- Difficulty scaling needs calibration -- either players are breezing through or hitting walls
- Reward pacing needs analysis to sustain engagement through the mid-game and endgame
- A new item, character, ability, or system is being introduced and needs integration with existing balance
- Free-to-play monetization fairness needs auditing -- the gap between paying and non-paying players must be reasonable
- Pre-release balance pass is needed before a playtest or launch
**Do NOT use this workflow when:**
- The game has no systems to balance (pure narrative games, walking simulators with no mechanics)
- You are still in the prototyping phase and systems are not yet defined (use `game-prototype` first)
- The balance problem is actually a design problem -- if the system is fundamentally broken, tuning numbers will not save it
### Critical Rules
1. **Balance is relative, not absolute.** A weapon that deals 100 damage is not overpowered or underpowered in isolation. It is only meaningful relative to enemy health pools, other weapon options, ammunition scarcity, and player skill ceiling.
2. **Dominant strategies kill games.** If one approach is strictly better than all alternatives in all situations, you have a balance failure. Dead Cells handles this by making every weapon viable through situational DPS curves -- a slow broadsword outdamages daggers against single targets but fails against swarms. Every viable strategy must have at least one situation where it is suboptimal.
3. **Perception matters more than math.** A system can be mathematically balanced but FEEL unfair. Player psychology (loss aversion, anchoring, confirmation bias) must be factored into balance analysis. A player who loses a rare item to a 5% failure chance remembers that loss far more vividly than the 95 successes. Balatro understands this -- its pity system and score multiplier transparency make variance feel fair even when the math is brutal.
4. **Never balance in a vacuum.** Every system interacts with every other system. Changing the warrior's damage output affects healer balance, enemy design, level pacing, and economy. Map the dependency graph before touching any number. Factorio's developers famously trace every balance change through the entire production chain before shipping it.
5. **Data over intuition.** When you have telemetry, use it. When you do not, use Monte Carlo simulation to generate synthetic data. "It feels about right" is not a balance methodology.
6. **Reference `docs/game-design-theory.md`** for Flow Theory (challenge-skill balance), SDT (competence feedback loops), and MDA Framework (how balance affects target aesthetics).
### Workflow
**Step 1: System Inventory and Dependency Mapping**
Before you can balance a system, you must understand what the system contains and how it connects to everything else.
Create a complete inventory of:
- **Currencies**: Every resource the player can earn, spend, trade, or lose (gold, XP, stamina, gems, reputation, crafting materials, etc.)
- **Sinks**: Every place currency leaves the economy (shops, upgrades, repairs, consumables, taxes, etc.)
- **Faucets**: Every place currency enters the economy (quest rewards, loot drops, selling, daily bonuses, etc.)
- **Progression tracks**: Every axis of player growth (level, gear score, skill tree, reputation tiers, collection progress, etc.)
- **Difficulty variables**: Every parameter that affects challenge (enemy stats, spawn rates, AI behavior, environmental hazards, time limits, etc.)
- **Reward mechanisms**: Every system that gives the player positive feedback (loot, achievements, unlocks, cosmetics, narrative progress, etc.)
Build a dependency graph showing how these systems connect. When system A changes, which other systems are affected? This graph is your guard rail -- before changing any number, trace the ripple effects through the dependency graph.
**Step 2: Economy Validation**
**Faucet/Sink Analysis**
Map every currency source and sink with flow rates:
```
[Source] --[rate/hour]--> [Currency Pool] --[rate/hour]--> [Sink]
Example:
Quest Rewards --500g/hr--> Gold Pool --300g/hr--> Equipment Shop
Monster Drops --200g/hr--> Gold Pool --150g/hr--> Consumables
Daily Login --100g/day-> Gold Pool --50g/hr---> Fast Travel
--100g/hr--> Crafting
```
Calculate the net flow: Total Faucet Rate minus Total Sink Rate = Net Accumulation Rate. If net accumulation is positive, the economy inflates over time (currency becomes worthless). If negative, the economy deflates (players feel increasingly poor). Neither extreme is good -- target a slight positive accumulation that is periodically reset by major purchases (new gear tier, base upgrade, etc.).
**Earn-Rate Analysis by Player Archetype**
Not all players play the same way. Model at least three player archetypes:
| Archetype | Play Pattern | Earn Rate | Expected Behavior |
|-----------|-------------|-----------|-------------------|
| **Casual** | 30 min/day, focuses on main quests, skips optional content | Lowest | Should progress at a satisfying pace without feeling punished for limited playtime |
| **Average** | 1-2 hrs/day, completes main + some side content, moderate exploration | Median | The "target" player. Balance primarily for this archetype. |
| **Hardcore** | 4+ hrs/day, min-maxes everything, optimizes farm routes | Highest | Should have meaningful things to spend surplus on. Currency should never become meaningless. |
**Time-to-X Analysis**
Calculate how long each archetype takes to reach key milestones:
| Milestone | Casual | Average | Hardcore | Target Range |
|-----------|--------|---------|----------|-------------|
| First major upgrade | ? hrs | ? hrs | ? hrs | 1-2 sessions |
| Midgame gear plateau | ? hrs | ? hrs | ? hrs | 10-15 sessions |
| Endgame entry | ? hrs | ? hrs | ? hrs | 30-50 sessions |
| Max level/gear | ? hrs | ? hrs | ? hrs | 80-150 sessions |
If the casual-to-hardcore ratio exceeds 5:1 for any milestone, the economy may be too grind-dependent and too punishing for casual players.
**Premium Currency Fairness (if applicable)**
If the game has premium (paid) currency alongside earned currency:
- Can a free player access ALL gameplay-relevant content at a reasonable rate? ("Reasonable" means the casual archetype reaches endgame within 6 months of regular play.)
- Are premium purchases time-savers or power advantages? Time-savers are generally accepted by players. Power advantages create pay-to-win perception even if the math says otherwise.
- Is there a conversion path between earned and premium currency? If so, is the exchange rate fair or exploitative?
- Are loot boxes or gacha mechanics involved? If so: Are probability tables disclosed? Is there a pity system (guaranteed reward after N attempts)? Is there duplicate protection?
**Step 3: Progression Curve Analysis**
**Power Curve Mapping**
Plot player power (aggregate combat effectiveness, measured as DPS * survivability) against time or content progression. Categorize the curve shape:
- **Linear**: Power grows at a constant rate. Feels predictable and steady but becomes boring after the midpoint because each increment feels identical. Common failure mode: "I leveled up but I don't feel stronger."
- **Exponential**: Power grows faster and faster. Feels incredible early (every upgrade is huge) but becomes unsustainable -- either the endgame is trivially easy or enemies must scale exponentially to match, creating a numbers treadmill. Common failure mode: "The numbers are meaningless."
- **Logarithmic**: Power grows quickly early and then plateaus. Front-loads satisfaction but creates a feeling of stagnation in the midgame. Common failure mode: "Nothing I do makes me stronger anymore."
- **S-Curve (Sigmoid)**: Fast initial growth, gentle middle, satisfying mastery plateau. This is the target for most games. The early phase teaches and rewards rapidly. The middle phase deepens mastery. The endgame rewards optimization and expression rather than raw power. Common success indicator: "I'm not stronger, but I'm BETTER."
**Dead Zone Detection**
Scan the progression curve for flat sections where the player receives no meaningful power increase for an extended period. Dead zones cause churn -- players quit during the midgame slog more than at any other point. Every dead zone should either be eliminated (add a reward) or justified (narrative beat that intentionally strips power for dramatic effect, with a clear promise of restoration).
**Spike Zone Detection**
Scan for sudden jumps in power. A player who doubles in effectiveness by equipping a single item has just made every previous upgrade feel worthless. Spikes should be rare, earned, and narratively justified (legendary weapon, prestige class, transformation).
**Level-Gating Fairness**
For each level/tier gate in the game:From AlterLab-IEU/AlterLab_GameForge, MIT.
More from AlterLab-IEU/AlterLab_GameForge
- 0.431score
game-design-review
AlterLab-IEU
Invoke when the user wants feedback on a game design document, GDD review, design evaluation, or consistency check on an existing design.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-jam-mode
AlterLab-IEU
Invoke for game jam participation -- 48-72 hour compressed development workflow.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-analytics-setup
AlterLab-IEU
Invoke when the user needs to set up analytics, define telemetry events, establish KPIs, build dashboards, configure A/B testing, or implement data-driven…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-creative-director
AlterLab-IEU
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-designer
AlterLab-IEU
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-economy-designer
AlterLab-IEU
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-accessibility-specialist
AlterLab-IEU
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-producer
AlterLab-IEU
Invoke when the user asks about sprint planning, milestone tracking, scope management, risk assessment, scheduling, resource allocation, team velocity, or…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-qa-lead
AlterLab-IEU
Invoke when the user asks about testing strategy, bug tracking, playtest methodology, regression testing, release certification, QA automation, or bug triage.
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-technical-director
AlterLab-IEU
Invoke when the user asks about game architecture, engine selection, performance budgets, technical debt, build pipeline, cross-platform, rendering pipeline…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-ux-designer
AlterLab-IEU
Invoke when the user asks about game UI, onboarding, HUD design, controller navigation, player feedback, usability testing, colorblind modes, or game-specific…
SkillDFreshness: D★ 46Claude Code +9 - 0.431score
game-localization-manager
AlterLab-IEU
Invoke when the user asks about localization, translation, i18n, internationalization, string extraction, cultural adaptation, RTL support, CJK text, or EFIGS…
SkillDFreshness: D★ 46Claude Code +9
Signals
- Stars
- 46
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Mar 25, 2026 (7 months ago)
- Last release
- Mar 26, 2026 (7 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from AlterLab-IEU
- 0.545score
alterlab-anndata
AlterLab-IEU
Build, slice, concatenate, read, and write AnnData annotated data matrices (obs, var, X, layers, obsm, uns) — the scverse data STRUCTURE, not an analysis…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-biopython
AlterLab-IEU
Manipulate biological sequences, parse FASTA/GenBank/PDB files, run phylogenetics, and access NCBI/PubMed programmatically via Biopython (Bio.SeqIO…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-blast
AlterLab-IEU
Runs NCBI BLAST+ 2.17.0 sequence searches from the command line: makeblastdb (with -parse_seqids), blastn/blastp/blastx/tblastn with tabular -outfmt 6/7 for…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-alphafold
AlterLab-IEU
Predict protein 3D structures with AlphaFold2 via ColabFold — MMseqs2-accelerated MSAs, monomer and AlphaFold2-Multimer complex folding, and confidence-based…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-arboreto
AlterLab-IEU
Infer gene regulatory networks (GRNs) from expression matrices using arboreto's scalable GRNBoost2 and GENIE3 tree-ensemble algorithms with Dask-distributed…
SkillBFreshness: B★ 78Claude Code +9 - 0.545score
alterlab-bioservices
AlterLab-IEU
Query 40+ bioinformatics web services through one consistent Python API with bioservices (UniProt, KEGG, ChEMBL, Reactome, Ensembl, NCBI and more).
SkillBFreshness: B★ 78Claude Code +9
Done for you
Rather not set it up yourself?
Chalk Labs scopes, builds and runs agents for your team: the task audit, the eval harness, the integrations and the weekly ops report. Fixed scope, priced before we start.
See how we build AI agents →Read the case studies
Chalk Labs is a two-founder AI and growth studio. We build AI agents, CRMs and MVPs for Web3 and AI companies, and have shipped 50+ product and token launches.
- launches shipped
- 50+
- launches shipped
- media placements
- 500+
- media placements
- founders on every account
- 2
- founders on every account
Press we've placed: Forbes · CoinDesk · Decrypt · Cointelegraph · The Block
Rahil Jain, Co-founder, Chalk Labs. Ex-Goldman Sachs engineer. You talk to the person who builds it.
Get game-balance-check running in your business
Tell us what you want to automate. A founder replies within one working day with a plan, not a pitch deck.
Cite this page
game-balance-check skill. Agent Mart. https://agentmart.dev/skills/alterlab-ieu-game-balance-check (last updated 2026-10-24)