From game-design
Use when the user wants feedback on game balance, including whether options, characters, or strategies are balanced, how to interpret balance data, or whether a balance problem is actually a design problem
How this skill is triggered — by the user, by Claude, or both
Slash command
/game-design:balance-reviewThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Evaluate the user's game for balance issues. Read `references/framework.md` for the full evaluation model and `references/gotchas.md` for common analysis mistakes to avoid.
Evaluate the user's game for balance issues. Read references/framework.md for the full evaluation model and references/gotchas.md for common analysis mistakes to avoid.
The core reframe: balance does not mean equality. It means every option has a reason to exist and no single option dominates all decisions. A balanced game has meaningful choices -- each option has contexts where it's the best pick. If every option performs identically, there's no reason to choose between them.
When evaluating balance, distinguish between these separate problems:
For each balance concern, assess: Is this actually a balance problem, or is it a discoverability problem (players don't know the option exists), a skill problem (players haven't learned to counter it), or a perception problem (it feels unfair but isn't)?
When the user has balance data to interpret, apply the metric interpretation framework in references/framework.md before drawing conclusions. Raw numbers lie in predictable ways.
Be direct and specific. End with the 1-2 highest-leverage changes. Not every asymmetry is a problem -- some imbalance creates variety, identity, and discovery.
Provides a checklist for code reviews covering functionality, security, performance, maintainability, tests, and quality. Use for pull requests, audits, team standards, and developer training.
npx claudepluginhub tielur/claude-game-studiokit