game-balancer

Model game economies with currency, source, sink, and velocity tables.

15|3|Updated Apr 9, 2026
One-click install
npx skills add https://github.com/LazyIsEfficient/agentic-os --skill game-balancer
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-balancer
Source: https://github.com/LazyIsEfficient/agentic-os/tree/main/.claude/skills/game-balancer
Command: npx skills add https://github.com/LazyIsEfficient/agentic-os --skill game-balancer

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) and assets (resource) components.

What problem does it solve?

Balances game economies by turning design intent into a testable model of currencies, sources, sinks, and velocity.

Core Features & Use Cases

  • Builds an economy modeling workflow including currency tables, velocity forecasts, and time-to-content projections.
  • Generates per-system balance tables and a practical balance plan that can be handed to live-ops, monetization, and engineering teams.
  • Supports multi-currency hygiene, pity/promo mechanics, and live re-tuning workflows.

Quick Start

Load a system spec with TBD placeholders and run the balance workflow to generate the model, plan, and outputs.

Frequently Asked Questions about game-balancer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I balance a game economy with multiple currencies and sinks?▼

You model game economies by turning design intent into testable structures of currencies, sources, sinks, and velocity. This generates per-currency velocity tables and time-to-content projections to ensure multi-currency hygiene.

What is currency velocity forecasting in game design?▼

Currency velocity forecasting measures how quickly in-game money moves through sources and sinks. It generates per-currency velocity tables that validate your balance model and inform time-to-content projections.

How do I re-tune live game economies after a new content drop?▼

Re-tuning live game economies involves applying balance passes to your existing currency and sink model after a content drop. This generates an appended balance table for each affected system to adjust economy curves.

Can I generate an economy spreadsheet skeleton from a system spec?▼

Yes, loading a system spec with TBD placeholders generates an economy spreadsheet skeleton. This outputs a practical balance plan including currency tables and velocity forecasts for live-ops and engineering teams.

Does this balancing workflow support pity mechanics and promo systems?▼

Yes, the balancing workflow supports modeling pity mechanics and promo systems within the game economy. It integrates these features into the currency model to project accurate time-to-content outcomes.

What is the best way to project time-to-content for game systems?▼

Projecting time-to-content requires applying a model-driven balancing approach to game economies. This translates design intent into testable currency velocity tables to calculate when players reach target content.