npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
Virtual currencies, sinks/faucets, inflation control, reward balancing, and monetization integration. Genre-agnostic — applies to any game with resources, currencies, or tradeable items.
Designs and tunes game economies including currencies, sinks, rewards, prices, and inflation controls to support progression and retention.
Game monetization strategies, in-app purchases, battle passes, ads integration, and player retention mechanics. Ethical monetization that respects players.
Advises on ethical F2P monetization strategies including virtual economies, IAP pricing, battle passes, gacha systems, player LTV, and retention balance. Activates on related queries.
Share bugs, ideas, or general feedback.
Virtual currencies, sinks/faucets, inflation control, reward balancing, and monetization integration. Genre-agnostic — applies to any game with resources, currencies, or tradeable items.
Trigger: game economy, virtual currency, sinks and faucets, inflation, reward balance, loot tables, crafting economy, marketplace, monetization, pricing, premium currency, gold sinks, resource balance
game-design-fundamentals — core loop understandingpostgres-game-schema — currency and item data modelsSid Meier: "A game is a series of interesting decisions" — economy makes decisions meaningful. Richard Garfield: "Elegant systems create depth from simple rules." Raph Koster: "Players will optimize the fun out of your game" — design economies that stay fun when optimized. Will Wright: "Simulation systems generate emergent behavior" — economies should emerge, not be scripted.
List every currency: name, how earned, how spent, persistence on reset.
Every way players earn currency: combat rewards, quest rewards, daily login, achievements, trading.
Every way players spend: upgrades, crafting, shop, repairs, fees, taxes, cosmetics.
Create a spreadsheet simulating player income vs. spending over time. Target: net currency growth should be slow or zero at every stage.
Use weighted random for drops, with pity system for rare items. Cross-reference quest-mission-design for quest rewards.
Map premium currency to Stripe products via stripe-game-payments. Ensure premium currency can't break game balance.
| Metric | Healthy Range | Warning Sign |
|---|---|---|
| Daily currency earned / spent ratio | 0.8-1.2 | > 1.5 (inflation) or < 0.5 (deflation) |
| Median player currency held | 2-5x average purchase cost | > 20x (nothing to buy) |
| Premium conversion rate | 2-5% of active players | < 1% (too expensive) or > 15% (too aggressive) |
| Time to first meaningful purchase | 5-15 minutes | > 30 min (slow start) |
postgres-game-schema — currency and item table schemasstripe-game-payments — premium currency and IAP integrationquest-mission-design — quest reward balancinggame-design-fundamentals — core loop reward schedulesredis-game-patterns — leaderboard caching for economy rankingsSid Meier: The economy exists to make decisions interesting. If every choice has an obvious best option, the economy has failed. Players should regularly face "do I buy upgrade A or save for upgrade B?" dilemmas.
Richard Garfield (Magic: The Gathering): The best economies emerge from simple, elegant rules. A few well-designed resource types with clear trade-offs create more depth than a dozen currencies that nobody understands.
Raph Koster: Players will find the optimal farming strategy and grind it. Design your economy so that even the optimal path is fun, and the sub-optimal paths are still viable.