From game-dev
Designs virtual game economies including currencies, sink/faucet balance, loot tables, crafting systems, shops, and inflation control for balanced rewards and monetization.
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-dev:game-economy-designThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Virtual currencies, sinks/faucets, inflation control, reward balancing, and monetization integration. Genre-agnostic — applies to any game with resources, currencies, or tradeable items.
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.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsDesign and tune game economies: currencies, sinks, rewards, prices, and inflation control to support progression and retention.
Game monetization strategies, in-app purchases, battle passes, ads integration, and player retention mechanics. Ethical monetization that respects players.