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.
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install game-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/difficulty-curves.mdreferences/playtesting-guide.mdreferences/stat-scaling.mdPractical frameworks for tuning difficulty, stats, and systems to create fair, engaging challenges.
Balance isn't about making everything equal—it's about making everything viable and interesting. Good balance means:
Intended curve:
100% │ ╱╲
75% │ ╱ ╲
50% │ ╱──╱ ╲__
25% │ ╱
0% │╱
└─────────────────────→
Start Peak End
Key points:
| 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 |
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.
Final Damage = Base × Weapon × (Attack - Defense × Reduction) × Modifiers
Keep formulas simple. Players should understand "bigger number = more damage."
| 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 |
| 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 |
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 | 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
For each weapon/ability, answer:
If any answer is "no," the option needs rebalancing or a niche.
| 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 |
After each session:
[Playtest] → [Identify problem] → [Hypothesize cause] → [Adjust one thing] → [Retest]
Critical: Change one variable at a time.
references/difficulty-curves.md — Pacing pattern templatesreferences/stat-scaling.md — Number scaling frameworksreferences/playtesting-guide.md — Testing methodologycore-loop-design — Progression systemslevel-design — Encounter designreplayability-engineering — Balance for multiple runsThis skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.