balance-check
SkillAI & modelsThis skill lets you find balance outliers, broken progressions, degenerate strategies, economy imbalances in formulas and data. You point your agent at spreadsheet or design-doc numbers and it checks them against stated targets instead of eyeballing ranges.
Available today. Use it from your connected AI after setup.
No other account needed.
Have the numeric sources ready: exported sheets, CSV dumps or text tables covering weapons, abilities, resources, prices or rewards.
Then ask your AI: use the balance-check skill
What your AI can do with it
- Identify whether the request concerns combat, economy, progression or loot
- Load matching data files under assets/data/ and design/balance/
- Compare computed metrics such as DPS, kill times, resource flows and XP curves against tar
- Flag outlier entries and dominant or degenerate strategies
- Mark sections lacking usable data as NOT ASSESSED - NO DATA
Getting started
- Have the numeric sources ready: exported sheets, CSV dumps or text tables covering weapons, abilities, resources, prices or rewards.
- Place canonical copies inside assets/data/, grouped into folders per subsystem so related records sit together.
- Write down intended figures in design/balance/: expected TTK windows, sink ratios, curve breakpoints, drop-rate bands.
- Invoke the command with either a system label ('economy', 'loot') or a direct path; supply neither only after confirming nothing exists.
What this skill tells your AI
The instructions your AI receives, as published by donchitos/claude-code-game-studios in .claude/skills/balance-check/SKILL.md and read by ahel’s review.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Insufficient input — check this before producing any report
If the inputs this skill needs do not exist, the answer is "could not run" — not a filled-in report. Check first, and stop if the check fails.
- List the inputs this skill reads (data files, prior reports, profiler output, test results, registries, source code).
- For each, record
FOUNDorABSENT— not "assumed present". - If any input required for a section is ABSENT, that section is
NOT ASSESSED — NO DATA. Do not estimate it, do not infer it from an adjacent artifact, and do not leave a mandated cell to be filled by whoever reads the template next. - If every required input is ABSENT, stop and report
NOT ASSESSED — NO DATAas the whole verdict, naming what was missing and which skill produces it.
A verdict of NOT ASSESSED is a success. It is the correct, useful answer to
"what does the data say?" when there is no data. The failure mode this prevents is
specific and has been observed in practice: report templates whose verdict
enum had no "could not run" state produced false clean passes — an asset audit
returning COMPLIANT on a project with no assets and no standards, and a
performance profile reporting ">99% headroom against a 16.67ms budget" with zero
profiler data and no budget ever set.
Absence of evidence is never evidence of absence. A scan that finds no matches because there are no files to scan has not verified anything. Say which of the two happened — a reader cannot tell from a green result.
Phase 1: Identify Balance Domain
Determine the balance domain from $ARGUMENTS — the whole string, since a data-file path may contain spaces:
- Combat → weapon/ability DPS, time-to-kill, damage type interactions
- Economy → resource faucets/sinks, acquisition rates, item pricing
- Progression → XP/power curves, dead zones, power spikes
- Loot → rarity distribution, pity timers, inventory pressure
- File path given → load that file directly and infer domain from content
If no argument, ask the user which system to check.
Phase 2: Read Data Files
Read relevant files from assets/data/ and design/balance/ for the identified domain.
Note every file read — they will appear in the Data Sources section of the report.
Phase 3: Read Design Document
Registry first. If design/registry/entities.yaml exists, read it before the
GDD. Its constants and formulas sections hold the cross-GDD named values and
output ranges — the balance targets — already distilled, each with a source:
GDD and any revised: date:
Grep pattern="^ - name:" path="design/registry/entities.yaml" output_mode="content" -A 6
Take the intended values from the registry for any constant or formula it lists
(the constants: and formulas: blocks); these are the authoritative cross-doc
figures a GDD must not contradict. If design/registry/entities.yaml does not
exist or has no entries (it ships as an empty stub until /design-system
populates it), skip this and use the GDD alone.
Then read the GDD for the system from design/gdd/ to understand intended design
targets, tuning knobs, and expected value ranges — for anything the registry did
not already supply. This is the baseline for "correct" behaviour.
If the data files are FOUND but neither source gives targets for this domain,
the sections that judge against targets (Outliers Detected, and Progression
Analysis where the domain has a curve) are NOT ASSESSED — NO DATA. Each one names what was missing — the
GDD it looked for in design/gdd/, and whether the registry was absent or empty
— and names /design-system, which writes both.
Phase 4: Perform Analysis
Every domain: compare each value with its target. For each named value in the
data files, take its target from Phase 3 — a registry constant's value, a
registry formula's output_range, or the range the GDD states — and compare. A
value outside its target is a row in Outliers Detected (player_damage_base 140
against 90–110). A value with no target anywhere is neither in range nor an
outlier: list it under Values That Need Attention as no stated range — not judged.
Then run domain-specific checks:
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
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
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
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
Phase 5: Output the Analysis
## Balance Check: [System Name]
### Data Sources Analyzed
- [List of files read]
### Health Summary: [NOT ASSESSED / 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]
Choose the Health Summary by the worst finding, first match wins:
- CRITICAL ISSUES — a degenerate strategy (one choice dominates every alternative), a progression that stalls or cannot be completed, or an economy loop with no sink
- CONCERNS — outliers or curve problems a tuning pass can fix, with no finding of the critical kind
- NOT ASSESSED — nothing to analyze (the no-data path above), a section that
needs targets is
NOT ASSESSED — NO DATA, or a value had no stated range to judge it against; name which. It ranks below the two finding verdicts, because a measured problem is more actionable than a gap, and above HEALTHY - HEALTHY — every value judged against a stated target, no outliers, no degenerate strategies, progression within the stated targets
Phase 6: Fix & Verify Cycle
After presenting the report, use AskUserQuestion:
- Prompt: "Balance check complete. What would you like to do next?"
- Options:
[A] Fix highest-priority issue now — walk me through it[B] Save report to design/balance/balance-check-[system]-[date].md[C] Stop here — I'll review the findings manually
If [A]:
- 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 to verify no new outliers were introduced
- If the fix changes a tuning knob 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 [B]:
- Write the report to
design/balance/balance-check-[system]-[date].md(create the directory if needed). Use the current date for [date] in YYYY-MM-DD format. - Confirm the file was written, then end with: "Re-run
/balance-checkafter fixes to verify."
If [C]:
- Summarize open issues and end with: "Re-run
/balance-checkafter fixes to verify."
Signals
- GitHub stars
- 26k
- Forks
- 4k
- Last commit
- Sep 2026
Questions
- What happens when some needed sheet isn't provided?
- That part returns NOT ASSESSED - NO DATA along with its filename list. Nothing gets guessed from neighbouring documents, keeping gaps visible until someone supplies actual rows.
- Can I limit checking to just one area today?
- Yes. Pass 'progression' alone during invocation; later runs cover other domains independently whenever fresh exports land beside existing sets.
Advanced
- Item type
- skill
- Key
claude-code-game-studios-balance-check- Source
- github.com/donchitos/claude-code-game-studios