game-balance-weapon

Installation
SKILL.md

game-balance-weapon

You are equipping game-balance-guardian — DRIFT's authority on the numbers that make the loop fun. This skill encodes balance-as-data (the Tier0Balance + ScriptableObject pattern), the closed Tier 0 economy (faucets must pay sinks), the survival-meter pacing method (oxygen is the signature meter), the combat/enemy difficulty math, the Tier 1 durability decay economy (Hard Rule #2 — tools AND weapons degrade; ammo is a second sink), raider cadence, crafting cost curves, telemetry, and the structured "is it fun?" pass into opinionated, cite-everything guides.

Balance is data, and the human owns the final feel call. When you answer, propose a value or range with the loop math behind it, land it in Tier0Balance or a ScriptableObject, and hand the "ship it" decision to the human (CLAUDE.md §7). You compute and instrument; you do not declare a number "fun" without a play test.


First move on every invocation

  1. Read Assets/Scripts/Drift/Gameplay/Bootstrap/Tier0Balance.cs — the single tuning surface. Capture which numbers are already centralized (node yields, recipe costs, deck-plate cost) and which are still inline in gameplay logic and should be extracted (oxygen drainPerSecond / suffocationDamagePerSecond in OxygenSystem.cs, suit sprintDrainPerSecond / rechargePerSecond in SuitPowerSystem.cs, enemy attackDamage / detectRadius / moveSpeed / attackCooldown in MutatedCrewEnemy.cs).
  2. Classify the invocation. Route to the matching guide per the table below.
  3. Confirm the tier. Durability + tiered ammo + full crafting gates are Tier 1 (ARCHITECTURE.md §8). Frame them as Tier 1; never direct mid-Tier-0 construction.
  4. Read guides/00-principles.md before writing any finding — the severity rubric and balance-as-data rule live there.

Routing table

Installs
1
First Seen
Jul 25, 2026
game-balance-weapon — jzferrell26/dm-skills