Economy tuning, progression math, transitive/intransitive systems, cost curves, and dominant strategy detection. Use when designing item stats, pricing systems, combat numbers, upgrade trees, or any system where game objects have numeric attributes that must relate fairly to each other.
Analyzes numeric game systems for balance issues, cost curves, and dominant strategies.
npx claudepluginhub rbergman/dark-matter-marketplaceThis skill inherits all available tools. When active, it can use any tool Claude has access to.
Purpose: Systematic tools for tuning numeric systems — items, economies, combat, progression — so that player choices remain meaningful and no single strategy dominates.
Influences: Frameworks here draw on work by Ian Schreiber, Brenda Romero, and Tynan Sylvester in game balance and experience design.
Use this skill when:
The cost curve is the fundamental balance instrument. Every game object in a transitive system should sit on a consistent curve of cost vs. total value.
total_value = sum(attribute * weight)| Object | Cost | Attr_A | Attr_B | Attr_C | Weighted_Value | Delta |
|---------|------|--------|--------|--------|----------------|-------|
| Dagger | 10 | 5 | 8 | 0 | 13.0 (baseline)| 0 |
| Sword | 25 | 12 | 5 | 2 | 26.5 | +1.5 |
| Axe | 30 | 18 | 3 | 1 | 28.0 | -2.0 |
| Staff | 20 | 3 | 4 | 15 | 31.0 | +11.0 |
Most games combine both. Know which you're building.
Objects are strictly ordered by power, balanced by cost.
No single option is best — effectiveness depends on what the opponent chooses.
For intransitive systems, build a matrix of every option vs. every other option:
| Rock | Paper | Scissors |
---------|------|-------|----------|
Rock | 0 | -1 | +1 |
Paper | +1 | 0 | -1 |
Scissors | -1 | +1 | 0 |
Checks:
At scale: Simulate 1000+ matchups per pair. Statistical win rates should converge near 50% for balanced intransitive systems.
Economies are third-order design: you build a system → players create emergent behaviors → the combination is the actual experience.
| Mechanism | Example | Balance Lever |
|---|---|---|
| Generation (sources) | Mining, quest rewards, loot drops | Rate, caps, diminishing returns |
| Destruction (sinks) | Crafting costs, repair fees, consumables | Cost scaling, durability |
| Trading | Auction house, direct trade | Transaction fees, trade restrictions |
| Zero-sum | PvP loot, contested resources | Risk/reward ratio |
generation_rate > destruction_rate → inflation (prices rise, currency devalues)
destruction_rate > generation_rate → deflation (hoarding, new players locked out)
A dominant strategy is any approach that's optimal regardless of context. It kills meaningful choice.
When balance needs adjustment mid-development:
Common mistakes:
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