What problem does it solve? Game designers often struggle to determine whether combat stats, XP curves, or in-game economies are actually balanced, relying on gut feeling instead of structured math. This Skill applies concrete formulas like TTK/TTD ratios and progression curve generators to turn vague "feels too hard" feedback into measurable tuning decisions. ## Core Features & Use Cases - Combat Balance Analysis: Computes Time-to-Kill and Time-to-Die ratios to classify fights as tense, trivial, or frustrating, and flags difficulty spikes per level. - Progression Curve Generation: Produces linear, exponential, or logarithmic level tables with rationale for XP, stats, or rewards. - Economy Auditing: Reviews the four economy pillars to identify missing Sources or Sinks when an economy feels broken. - Use Case: A designer provides enemy HP and player DPS values across 10 levels; the Skill outputs a tuning table with Balance Ratios, flags a difficulty spike at Level 7, and names the _enemyHpMultiplier tuning handle to adjust. ## Quick Start Ask the AI to check whether your enemy HP and player DPS values across levels are balanced and to generate a tuning table with flagged outliers.