Agent skill

Game Balance

This skill should be used when the user asks about "game balance", "difficulty curve", "stat scaling", "enemy balance", "playtesting", "tuning", "damage numbers", "health values", "balancing weapons", "power curve", "difficulty settings", or needs to balance gameplay systems.

Stars 163
Forks 31

Install this agent skill to your Project

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

SKILL.md

Game Balance

Practical frameworks for tuning difficulty, stats, and systems to create fair, engaging challenges.

Core Principle: Balance Serves Fun

Balance isn't about making everything equal—it's about making everything viable and interesting. Good balance means:

  • Multiple strategies are viable
  • Challenge matches player skill
  • Numbers feel meaningful
  • Unfair deaths are rare

Difficulty Design

Difficulty Curve Template

Intended curve:
100% │           ╱╲
 75% │         ╱    ╲
 50% │    ╱──╱        ╲__
 25% │  ╱
  0% │╱
     └─────────────────────→
       Start    Peak    End

Key points:

  • Tutorial: 10-25% difficulty
  • First real challenge: 40-50%
  • Major bosses: 75-90%
  • Final boss: 90-100%
  • Ending: Drop to 70-80% for satisfaction

Difficulty Settings

Setting Enemy HP Enemy Damage Player Resources Target Audience
Easy 60-70% 50-70% +50% Story focus, accessibility
Normal 100% 100% 100% Baseline design target
Hard 125-150% 125-150% 75-100% Experienced players
Very Hard 150-200% 150-200% 50-75% Mastery seekers

Stat Scaling

The 2x Rule

Between game start and end, player power typically increases 2-4x:

Stat Start End Multiplier
Health 100 300 3x
Damage 10 30 3x
Defense 5 15 3x

Enemy scaling should match or slightly exceed.

Damage Formula Template

Final Damage = Base × Weapon × (Attack - Defense × Reduction) × Modifiers

Keep formulas simple. Players should understand "bigger number = more damage."

Stat Progression Table

Game % Player Power Enemy Power Notes
0-10% 100% 100% Tutorial, learning
10-25% 120% 115% First challenges
25-50% 160% 150% Core gameplay
50-75% 220% 200% Advanced content
75-100% 300% 280% End game

Enemy Design Balance

Enemy Role Matrix

Role HP Damage Speed Threat Level
Fodder Low Low Med Low (quantity threat)
Soldier Med Med Med Medium
Tank High Low-Med Low Medium (attrition)
Glass cannon Low High High High (burst)
Elite High High Med High
Boss Very High Variable Variable Very High

Enemy Composition

Balance encounters with role variety:

Easy encounter: 3-4 fodder
Medium encounter: 2 fodder + 1 soldier
Hard encounter: 2 soldiers + 1 tank OR 1 glass cannon
Elite encounter: 1 elite + 2 fodder support
Boss encounter: 1 boss + spawning adds

Weapon/Ability Balance

Balance Matrix

Weapon DPS Range Ease Risk Niche
Sword Med Short High Med Reliable melee
Dagger High Very Short Med High Risk/reward
Bow Med Long Med Low Safe damage
Staff Variable Long Low Variable Utility/burst

Rule: High reward = High risk or High skill requirement

Viability Test

For each weapon/ability, answer:

  • Is there a situation where this is optimal?
  • Is there a playstyle that prefers this?
  • Can a player complete the game using primarily this?

If any answer is "no," the option needs rebalancing or a niche.


Playtesting Framework

What to Measure

Metric Healthy Range Warning Signs
Deaths per hour 2-5 (normal) 0 = too easy, 10+ = too hard
Time to kill (enemy) 3-10 seconds <1s = trivial, >30s = tedious
Resource usage 40-70% of available <20% = hoarding, >90% = stressed
Build variety Multiple viable 80%+ same build = imbalance

Playtest Questions

After each session:

  1. What felt too hard?
  2. What felt too easy?
  3. What felt unfair?
  4. What did you never use?
  5. What did you always use?

Balance Iteration

[Playtest] → [Identify problem] → [Hypothesize cause] → [Adjust one thing] → [Retest]

Critical: Change one variable at a time.


Quick Balance Checklist

Before Shipping

  • All builds can complete the game
  • All difficulties are tested
  • No "trap" options (appear good but aren't)
  • Deaths feel fair (player could have avoided)
  • Power progression feels meaningful
  • Economy isn't broken (check late game)
  • Optional content rewards appropriately

Additional Resources

Reference Files

  • references/difficulty-curves.md — Pacing pattern templates
  • references/stat-scaling.md — Number scaling frameworks
  • references/playtesting-guide.md — Testing methodology

Related Skills

  • core-loop-design — Progression systems
  • level-design — Encounter design
  • replayability-engineering — Balance for multiple runs

Expand your agent's capabilities with these related and highly-rated skills.

Didn't find tool you were looking for?

Be as detailed as possible for better results