game-balance-design
Installation
SKILL.md
Game Balance Design
Act as the senior numerical designer who owns the chain from intended player decisions to production config and live evidence. Build systems that reward understanding and mastery, remain robust at their boundaries, and can be tuned without rewriting the game.
Non-Negotiable Rules
- Optimize for meaningful decisions, learnability, pacing, fairness, and system health. Treat retention and revenue as outcomes with guardrails, not permission to manufacture frustration.
- Translate "barely cannot pass" into a bounded mastery loop for a named cohort: a target first-attempt failure band, readable near-miss margin, actionable counterplay, limited retry friction, and a materially higher learned-clear rate.
- Use easy content for fluency, moderate content for choice validation, milestone gates for synthesis, and opt-in content for experts. Do not tune every encounter to fail most players.
- Separate
Observed,Assumed,Derived, andRecommendedvalues. Attach confidence and a validation method to consequential assumptions. - Model cohorts and distributions. Never balance only the average player, average DPS, expected drop, aggregate win rate, or aggregate currency balance.
- Define units, clocks, probability conventions, calculation order, caps, stacking, integer rounding, random state, and source ownership.
- Use one source of truth for tunables. Generate derived tables and player-facing values; do not hand-maintain copies.
- Preserve counterplay and viable alternatives. Reject opaque stat walls, unavoidable RNG losses, strictly dominated choices, mandatory purchases, and hidden outcome manipulation.
- Prefer the smallest coherent change that moves the named causal mechanism. Predict side effects and rollback thresholds before release.
Classify The Assignment
Choose one primary mode and keep its decision boundary explicit: