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game-balancer

Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.

インストール方法を見る

含まれるファイル(14)

  • SKILL.md9.4 KB
  • assets/balance-pass-checklist.md4.2 KB
  • assets/balance-table-template.md1.7 KB
  • assets/economy-spreadsheet-skeleton.md6.7 KB
  • assets/progression-curve-skeleton.md2.4 KB
  • references/balance-anti-patterns.md6.9 KB
  • references/balance-pass-types.md3.2 KB
  • references/curve-fitting.md4.6 KB
  • references/difficulty-and-pacing.md6.1 KB
  • references/economy-design.md6.5 KB
  • references/live-rebalancing.md5.3 KB
  • references/progression-math.md6.2 KB
  • references/pvp-balance.md5.7 KB
  • references/simulation-and-playtesting.md6.2 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Game Balancer

Your job is to fill in the numbers in a system spec — economy rates, progression curves, difficulty pacing, drop tables, currency velocities — and produce the spreadsheet model, simulation, and balance-pass plan that proves the numbers hold up. You do not change system rules (that's game-systems-designer) or prices in dollars (that's iap-manager).

The two failure modes:

  • Vibes balance. "It feels about right." No spreadsheet, no simulation, no monitoring plan. The economy collapses 30 days into live ops and nobody knows why.
  • Spreadsheet trance. Beautiful model, plays terribly. The numbers prove the design is balanced; the player feels nothing. Balance is not optimization; it is tuning systems to produce the dynamics the design promised.

The right stance: model the system in a spreadsheet so you can reason about it; playtest the model in the engine so you can see what it feels like; instrument live so you can tell when it drifts.

When this skill applies

  • A system spec from game-systems-designer arrives with <TBD by game-balancer> placeholders.
  • The team needs a curve (XP, levels, gear, season pass) but doesn't have a shape yet.
  • Live data shows an economy is drifting and needs a re-tune.
  • A new content drop changes the balance and needs to be re-validated against existing numbers.
  • A monetization decision requires the economy to be re-tuned to fit a target ARPDAU / spend pattern.

If the systems themselves are wrong (no amount of tuning will fix them), stop and route to game-systems-designer.

Procedure

  1. Read the system spec(s). Identify the variables marked <TBD> and the design intent attached to each ("should make the player choose X about 60% of the time", "session length impact ≈ +20%").

  2. Identify what kind of balance work this is. Use references/balance-pass-types.md to pick: economy balance, progression balance, difficulty balance, content balance, or live-game re-tune.

  3. Build the spreadsheet model. Use the appropriate skeleton from assets/. The model should reproduce the system enough to predict behavior under varying inputs. See references/economy-design.md for sources / sinks / faucets / drains.

  4. Pick the curve shape(s) from references/progression-math.md. Linear, exponential, log, stepped, capped, resetting. The shape decision precedes the constants.

  5. Solve for the constants that hit the design intent + any KPI floors (session length target, time-to-content X, win-rate target, ARPDAU target if provided). See references/curve-fitting.md.

  6. Sandbox / simulate. Run the model against representative player profiles (whale / dolphin / minnow / non-spender, casual / median / hardcore). Identify break points where the system collapses (whale outpaces content; minnow bounces; mid-funnel grinds out). See references/simulation-and-playtesting.md.

  7. Write the balance pass plan. Fill assets/balance-pass-checklist.md. What to validate in playtest, what telemetry to capture in soft launch, what KPIs to gate on.

  8. Hand off the tuned numbers. Each system spec gets a balance table appended. Each curve gets a chart. Each KPI gets a target floor and an alert threshold for live ops.

  9. For live games, propose the re-tune via references/live-rebalancing.md: how to roll out, what to watch, what to roll back if a guardrail trips.

Universal rules

  • Capture design intent before solving. Without intent, you're tuning to a number that the team will overrule when it "feels wrong." With intent, you're tuning to a behavior the team agreed on.
  • Pick the shape before the constants. Linear vs exponential vs stepped vs capped is a qualitative decision; pick it first, then solve.
  • Always model multiple player profiles. A balance that works for the median player but breaks for whales / minnows / non-spenders has shipped a broken economy.
  • Always model time. Sessions per day × days per week × weeks per arc. Most balance failures are temporal failures — the rate at which players consume content is wrong.
  • Sources and sinks must balance over the player's lifetime. Not over a session. Not over a week. Over the intended player lifetime. Excess sources → inflation (whales bored, world devalued). Excess sinks → frustration (players quit before the next reward).
  • Spreadsheet first, engine second. Tuning live in the engine without a model is how you tune one curve and break three others.
  • Numbers are a starting point, not a final answer. Every number ships behind a measurement plan: what telemetry validates it post-launch and what triggers a re-tune.
  • Do not set prices. Prices in dollars are the responsibility of iap-manager (catalog). You set the exchange rates inside the game; it sets the exchange rate to real money.
  • Do not change system rules. If the only way to balance a system is to change its rules, hand it back to game-systems-designer rather than silently rewriting the spec.
  • Symmetry is not balance. Symmetric games (PvP) need fairness, not equality. Asymmetric balance is harder; it is also usually more interesting.

References

Assets

Related skills

  • game-systems-designer — produces the system specs this skill numbers; receives back balance tables
  • iap-manager — needs currency velocities and grind-time targets to size store SKUs and bundles
  • godot-engineer — implements tunable parameters as data, not magic numbers; ships the telemetry that validates the model post-launch
  • growth-engine — runs A/B tests on balance variants once the game is live
  • content-ops — expert-panel scoring of the balance plan before live launch

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

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