lvtd-llc/skills

game-balance-economy

Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies. Use when tuning combat, loot, upgrades, scoring, level curves, AI difficulty, risk-reward choices, or any system where numbers shape player decisions.

First seen Jun 22, 2026

Installation

$ npx skills add lvtd-llc/skills --skill game-balance-economy

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
Cursor Not declared
Codex Declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 1
License LICENSE
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version0.1.0
LicenseMIT
CompatibilityCodex, Claude Code, and other Agent Skills-compatible clients.
Declared agents claude-code codex
More metadata
version
0.1.0
displayName
Game Balance Economy
category
Game Development
tags
game-design,balance,economy,progression,probability

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,471 B
  • docs SUMMARY.md 285 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 119 installs

SKILL.md

Game Balance Economy

Use this skill when a game system needs numerical tuning. Balance is not just fairness; it is the shape of player decisions over time. A good balance pass names the intended experience before changing numbers.

Source Traceability

Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 12-13 on chance, expected value, fairness, challenge, meaningful choices, rewards, punishment, and economies. The workflow is transformed and paraphrased.

Supporting sources include MDA for reasoning from mechanics to dynamics and accessibility guidance for difficulty options that preserve player agency.

Workflow

  1. Define the target experience: tense, generous, punishing, expressive, strategic, chaotic, readable, or mastery-driven.
  2. Map resources, sinks, sources, rewards, costs, probabilities, time, and failure penalties.
  3. Find dominant strategies, dead choices, runaway feedback, grind, scarcity collapse, and opaque randomness.
  4. Use expected value and simulation where useful, but validate with playtests.
  5. Produce a tuning table with ranges, defaults, rationale, and telemetry.

Required Output

  • Balance Intent: what the numbers should make players feel and do.
  • Economy Map: sources, sinks, currencies, rewards, gates, and conversion rates.
  • Tuning Table: parameters, default values, safe ranges, and intended effects.
  • Risk Review: dominant strategies, exploits, fairness issues, and accessibility concerns.
  • Validation Plan: spreadsheet checks, script checks, playtest tasks, and telemetry.

Helper Script

Use scripts/expected_value.py for quick expected value checks:

python3 path/to/game-balance-economy/scripts/expected_value.py --outcome 0:0.5 --outcome 10:0.5

Local References

Before producing a tuning plan, read:

  • references/core/guide.md
  • workflows/tuning-pass.md