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game-balance-analysislisted

Specialized in game numerical design, this skill designs first-pass game balance values, diagnoses and tunes existing systems, and evaluates balance proposals by building and running executable models, simulators, parameter sweeps, and evidence checks. Use for combat, progression, economies, items/builds, PvP/metagames, and random rewards when the task requires concrete numbers or a supported verdict. Do not use for broad qualitative game-design critique without a numeric or systemic balance decision.
Yuki001/game-dev-skills · ★ 65 · Web & Frontend · score 72
Install: claude install-skill Yuki001/game-dev-skills
# Game Balance Analysis Design, analyze, and judge game balance through concrete models and player- facing outcomes. Produce actual values, tables, calculations, tuning options, or verdicts rather than a general discussion of balance theory. ## Core rules ### Select the balance target Classify the task before modeling. A request may involve one or more of: - mathematical relationships between costs, benefits, rates, and outcomes; - difficulty for an intended audience or skill band; - progression of player power, challenge, access, and reward timing; - initial conditions such as turn order, side, spawn, map, or starting stock; - viability and interaction of multiple strategies; - comparative value of objects, abilities, characters, or builds; - actual and perceived fairness. When targets conflict, state the tradeoff and prioritize the user's intended experience. Do not silently optimize one balance type at another's expense. ### Model the relevant context Attach every conclusion to an audience, mode, content set, skill band, build, time horizon, and version as relevant. Separate confirmed rules/data, calculated predictions, design assumptions, and unknowns. ### Classify option relationships Before comparing options, classify the dominant relationship: - `transitive`: broadly more benefit should carry more cost or disadvantage; - `intransitive`: value depends on the opposing choice or counter cycle; - `situational`: value depends on content, state, timing, or frequen