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- Game Balance Lab — 9 Genre Toolkit
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Game Balance Lab — 9 Genre Toolkit
Model game economies and progression with 9 genre guides, reusable templates and tested reference calculators.
Free
Game Balance Lab — 9 Genre Toolkit
Example session with this skill installed
Use $game-balance-lab to review a fictional six-minute Pocket Bakery loop. Keep the current core mechanics and compare the baseline, a service upgrade, a second oven and both upgrades. Do not generate a game.
Customer arrivals: one every 3 seconds. One oven: one item every 3 seconds. Service: 4 seconds per item. Sale price: 5 coins. Ingredient cost: 3 coins per completed sale. There is no upkeep, spoilage, ingredient shortage or borrowing. Starting funds: 60 coins.
The service upgrade costs 40 coins and reduces service time to 2 seconds/item. A second oven costs 80 coins and doubles total production capacity. Give unit-explicit throughput, incremental net profit, simple payback, start-time affordability and a six-minute cash projection for affordable candidates. Also show a separate scenario with 30 arrivals/minute after the service upgrade.
Use the bundled reference calculator, record its assumptions and give a next experiment that could falsify this simple model. Label the fixture as synthetic; do not invent playtest observations.
- Read your context and instructions
- Compiled the game balance lab
Pocket Bakery — complete calculated result
Evidence: a synthetic planning fixture calculated with the bundled Python helper. No gameplay, queue simulation or user telemetry was used.
Model and inputs
All rates use items/minute. Arrivals = 60/3 = 20, one oven = 60/3 = 20, and baseline service = 60/4 = 15. The upgraded service supports 60/2 = 30. Unit margin is 5-3 = 2 coins/item. There are no recurring costs or losses in this fixture.
Sold rate = min(arrivals, usable production, service). Net flow = sold rate × unit margin. Upgrade payback is upfront cost divided by the change in net flow, only when that change is positive.
Candidate comparison
| Choice | Sold/min | Net coins/min | Upfront cost | Increment/min | Payback | Affordable with 60 coins? |
|---|---|---|---|---|---|---|
| Baseline | 15 | 30 | 0 | 0 | not an upgrade | yes |
| Service upgrade | 20 | 40 | 40 | 10 | 4 min | yes |
| Second oven first | 15 | 30 | 80 | 0 | no finite payback | no |
| Both upgrades | 20 | 40 | 120 | 10 | 12 min | no |
Service is the first bottleneck. After its upgrade, production and arrivals jointly cap actual sales at 20/minute. Buying extra oven capacity at unchanged demand does not raise income. The 80-coin oven and 120-coin combined purchase also exceed the starting funds, so their starting cash projections are omitted rather than assuming borrowing.
Resource and cash check
Baseline per minute: 15×5 = 75 coins enter; 15×3 = 45 coins leave; net +30. From 60 starting coins, the six-minute baseline closes at 60+30×6 =
240 coins.
The service upgrade begins with 60-40 = 20 coins. Net flow is +40/minute, giving 20+40×6 =
260 coins. After paying the upgrade, the difference versus the baseline is +20 coins at minute six. This is a constant-flow projection; batch phases, waits, stock and abandonment are not simulated.
Separate higher-demand scenario
Assume arrivals rise to 30/minute and service is already 30/minute. One oven caps sales at 20/minute and net flow at 40 coins/minute. A second oven allows 30 sales/minute and 60 coins/minute. Incremental net is 20 coins/minute; the 80-coin oven then has a four-minute payback. The new demand is an assumption to verify, not a forecast.
Proposed parameter decision
Prefer the affordable 40-coin service upgrade under the current fixture. Delay the second oven until demand exceeds current production and the purchase is affordable. Preserve the sale price, ingredient cost and arrivals rather than claiming that additional capacity creates demand.
Experiment plan
| Hypothesis | Measure | Target and failure condition | Status |
|---|---|---|---|
| Faster service improves the current bottleneck | actual completed sales/min, queue wait distribution and abandonment | Set the project's acceptable wait; reject the simple model if unmodeled queues or blocks keep actual sales below its bound | proposed |
| Extra oven becomes useful only with more demand | sales, stock caps and idle production in separate arrival-rate scenarios | A claimed gain must appear in completed sales and net flow; reject if only theoretical output rises | proposed |
Run a discrete simulation or playtest using the real game's batch ordering, queue/storage caps and player behavior. This arithmetic does not establish improved fun or retention.
Reproduce and inspect
python3 scripts/balance_math.py --scenario templates/production-scenario.json
python3 scripts/run_examples.py
python3 -m unittest discover -s tests -p 'test_*.py'
The package includes the input JSON, complete expected output, this worked case, two additional probability cases, CSV starter templates and an HTML report. All eighteen calculator tests passed, including rerunning the extracted ZIP. The tests check specified mathematical invariants; genre workflows and cross-agent/engine behavior require their own validation.
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About this skill
Make balance decisions you can explain
Game Balance Lab turns a gameplay complaint into a baseline model, linked parameter changes and a testable experiment plan. Use it for game economies, combat/progression pacing and upgrade tradeoffs when a compatible agent needs practical numerical guidance.
One self-contained English toolkit
The bundle consolidates Whaocaii's numeric orchestrator, shared checks and nine genre workflows. Dependencies are inside the ZIP, so the entrypoint can route to one relevant guide without asking you to install sibling skills.
Genre coverage: adventure/platformer/puzzle progression; deckbuilding roguelikes; loot-driven ARPGs; long-term RPG/MMO economies; shoot-em-ups; management/factory/idle games; survivor-like games; tower defense; turn-based card RPGs.
The guides help you define the right model and checks. They do not implement nine game simulators or promise automatically optimal balance.
What is included
- Root SKILL.md with English routing, input assumptions and delivery criteria.
- Shared unit, probability, resource-conservation, boundary and sensitivity checks.
- Nine compact genre guides with the relevant inputs, analysis and observable checks.
- CSV templates for parameters, resource ledgers and experiment plans.
- A runnable JSON production scenario.
- Standard-library Python reference calculations for capacity-limited sales, incremental net-flow payback, independent drop tails, a single hard-pity cap and specific-card draws without replacement.
- Three complete synthetic worked cases, expected JSON output and a local HTML report.
- Eighteen arithmetic/input-boundary tests, also rerun after ZIP extraction.
- Original MIT license and source/change provenance.
A concrete example
In Pocket Bakery, arrivals and one oven each support 20 items/minute, but service supports only 15. Sale price is 5 coins and ingredient cost is 3, so the baseline net flow is 30 coins/minute.
A 40-coin service upgrade raises actual sales to 20/minute and net flow to 40 coins/minute: incremental payback is four minutes. An 80-coin oven alone adds no sales while service remains the bottleneck. With only 60 starting coins, that oven is also not a valid starting purchase.
At the same demand, buying both upgrades for 120 coins gives only the same 10 coins/minute gain, so simple payback is twelve minutes. These linked checks catch an upgrade that sounds useful but changes no actual output.
The other cases show why 2% independent drops can leave 13.26% of players without a drop after 100 attempts, and how drawing two key cards differs between a 20-card and a 16-card deck. All fixture values are fictional; no telemetry or playtest is implied.
How to use it
Ask your compatible agent to use $game-balance-lab. Supply the current rules/configuration, player/session horizon, units, permitted changes and available observations. Request a design, review or configuration proposal. The skill preserves your requested format and separates assumptions, calculations, simulations and observed play.
Run the included calculations with Python 3.10+:
python3 scripts/balance_math.py --scenario templates/production-scenario.json
python3 scripts/run_examples.py
python3 -m unittest discover -s tests -p 'test_*.py'
No Python packages, network requests or model API key are needed for these reference scripts. Agent availability, its normal account access and local tool permissions remain your responsibility.
Free edition and open-source origin
This consolidated English edition is available free of charge, including reusable templates, verified reference examples and calculators. The public base workflows remain free under MIT at https://github.com/Whaocaii/ai-game-skills . This listing does not hide that source or claim exclusive rights. The English additions are recorded in the package and have not been pushed to the public repository.
Evidence and boundaries
The eighteen tests check the narrow reference arithmetic, invalid input handling and small-deck enumeration. They do not validate gameplay enjoyment, retention, revenue, real-device combat timing or every genre workflow. The production example is a steady-state algebraic model, not a discrete queue simulator. Soft pity, searches, reshuffles, inventory/spoilage events and other rules require an expanded model. This package includes no game engine, telemetry collector, model service or live-economy deployment. Cross-agent installation compatibility was not tested.
How to use
Skills on Agensi run inside your AI agent. Copy the prompt, paste it into your agent, and it connects to Agensi and installs this skill for you. If a payment is needed, your agent shows it to you first.
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