Agent skill

analytics-balance

Extract analytics and game balance entities from narrative text. Use when analyzing player metrics, difficulty curves, drop rates, loot tables, heatmaps, and balance tuning.

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/other/analytics-balance

SKILL.md

analytics-balance

Domain skill for Analytics Balance Specialist. Specific extraction rules and expertise.

Domain Expertise

  • Player analytics: Session length, completion rates, engagement metrics
  • Game balance: Difficulty curves, loot tables, progression speed
  • Heatmaps: Player movement, hot zones, unused areas
  • Drop rates: Loot probability, item scarcity, RNG balancing
  • Conversion rates: Player retention, monetization, engagement
  • Difficulty scaling: Early game vs late game balance

Entity Types (8 total)

  • player_metric - Player metrics
  • session_data - Session data
  • heatmap - Heatmaps
  • drop_rate - Drop rates
  • conversion_rate - Conversion rates
  • difficulty_curve - Difficulty curves
  • loot_table_weight - Loot table weights
  • balance_entity - Balance entities

Processing Guidelines

When extracting analytics and balance entities from chapter text:

  1. Identify analytics/balance elements:

    • Difficulty or scaling mentioned
    • Loot drops or rewards
    • Player progress or metrics
    • Game balance references
    • Session data or tracking
  2. Extract analytics/balance details:

    • Difficulty levels and progression
    • Loot tables and probabilities
    • Player engagement metrics
    • Heatmap data patterns
    • Balance issues or adjustments
  3. Analyze analytics/balance context:

    • Is progression too fast or slow?
    • Are rewards fair for difficulty?
    • Are players engaging properly?
    • Are there balance exploits?
  4. Create schema-compliant entities with proper JSON structure

Key Considerations

  • Fairness: Loot and difficulty should feel fair
  • Progression speed: Neither too fast nor too slow
  • Retention: Players should want to keep playing
  • Data-driven: Balance changes based on metrics, not guesses
  • Player agency: Difficulty options for different playstyles

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