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- Add new /team-live-ops skill for post-launch content planning orchestration - Expand setup-engine, code-review, create-epics-stories, prototype with additional context - Enrich team-* skills (audio, combat, level, narrative, polish, release, ui) with new phases/agents - Update architecture-decision and architecture-review with dependency ordering improvements - Minor additions to balance-check, hotfix, localize, patch-notes, perf-profile - Populate technical-preferences.md with structured configuration sections Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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3.3 KiB
name, description, argument-hint, user-invocable, allowed-tools, context, agent
| name | description | argument-hint | user-invocable | allowed-tools | context | agent |
|---|---|---|---|---|---|---|
| balance-check | Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. | [system-name|path-to-data-file] | true | Read, Glob, Grep | fork | economy-designer |
When this skill is invoked:
-
Identify the balance domain from the argument.
-
Read relevant data files from
assets/data/anddesign/balance/. -
Read the design document for the system being checked from
design/gdd/. -
Perform analysis:
For combat balance:
- Calculate DPS for all weapons/abilities at each power tier
- Check time-to-kill at each tier
- Identify any options that dominate all others (strictly better)
- Check if defensive options can create unkillable states
- Verify damage type/resistance interactions are balanced
For economy balance:
- Map all resource faucets and sinks with flow rates
- Project resource accumulation over time
- Check for infinite resource loops
- Verify gold sinks scale with gold generation
- Check if any items are never worth purchasing
For progression balance:
- Plot the XP curve and power curve
- Check for dead zones (no meaningful progression for too long)
- Check for power spikes (sudden jumps in capability)
- Verify content gates align with expected player power
- Check if skip/grind strategies break intended pacing
For loot balance:
- Calculate expected time to acquire each rarity tier
- Check pity timer math
- Verify no loot is strictly useless at any stage
- Check inventory pressure vs acquisition rate
-
Output the analysis:
## Balance Check: [System Name]
### Data Sources Analyzed
- [List of files read]
### Health Summary: [HEALTHY / CONCERNS / CRITICAL ISSUES]
### Outliers Detected
| Item/Value | Expected Range | Actual | Issue |
|-----------|---------------|--------|-------|
### Degenerate Strategies Found
- [Strategy description and why it is problematic]
### Progression Analysis
[Graph description or table showing progression curve health]
### Recommendations
| Priority | Issue | Suggested Fix | Impact |
|----------|-------|--------------|--------|
### Values That Need Attention
[Specific values with suggested adjustments and rationale]
-
Fix & Verify Cycle
After presenting the report, ask:
"Would you like to fix any of these balance issues now?"
If yes:
- Ask which issue to address first (refer to the Recommendations table by priority row)
- Guide the user to update the relevant data file in
assets/data/or formula indesign/balance/ - After each fix, offer to re-run the relevant balance checks for that system to verify the fix did not introduce new outliers or degenerate interactions
- If the fix changes a tuning knob that is defined in a GDD or referenced by an ADR, remind the user:
"This value is defined in a design document. Run
/propagate-design-change [path]on the affected GDD to find downstream impacts before committing."
If no:
- Summarize the open issues and suggest saving the report to
design/balance/balance-check-[system]-[date].mdfor later.
End with:
"Re-run
/balance-checkafter fixes to verify."