From dm-game
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.
npx claudepluginhub rbergman/dark-matter-marketplace --plugin dm-gameThis skill uses the workspace's default tool permissions.
**Purpose:** Systematic tools for tuning numeric systems — items, economies, combat, progression — so that player choices remain meaningful and no single strategy dominates.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Guides MCP server integration in Claude Code plugins via .mcp.json or plugin.json configs for stdio, SSE, HTTP types, enabling external services as tools.
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 systematic game balance methodology, iterative design practice, and experience engineering theory.
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: