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.
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:
- What felt too hard?
- What felt too easy?
- What felt unfair?
- What did you never use?
- 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 templatesreferences/stat-scaling.md— Number scaling frameworksreferences/playtesting-guide.md— Testing methodology
Related Skills
core-loop-design— Progression systemslevel-design— Encounter designreplayability-engineering— Balance for multiple runs
Recommended Agent Skills
Expand your agent's capabilities with these related and highly-rated skills.
agent-ops-spec
Manage specification documents in .agent/specs/. Use when user provides requirements, acceptance criteria, or feature descriptions that need to be tracked and validated against implementation.
agent-ops-state
Maintain .agent state files. Use at session start, after meaningful steps, and before concluding: read/update constitution/memory/focus/issues/baseline consistently.
agent-ops-spec
Manage specification documents in .agent/specs/. Use when user provides requirements, acceptance criteria, or feature descriptions that need to be tracked and validated against implementation.
agent-ops-testing
Test strategy, execution, and coverage analysis. Use when designing tests, running test suites, or analyzing test results beyond baseline checks.
agent-ops-testing
Test strategy, execution, and coverage analysis. Use when designing tests, running test suites, or analyzing test results beyond baseline checks.
agent-ops-state
Maintain .agent state files. Use at session start, after meaningful steps, and before concluding: read/update constitution/memory/focus/issues/baseline consistently.
Didn't find tool you were looking for?