gd-balance-tuning

Analyzes combat stats, progression curves, and economy values using mathematical balance formulas.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-balance-tuning-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gd-balance-tuning
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/gd-balance-tuning
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-balance-tuning-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about gd-balance-tuning

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

FAQPage Schema
How do I check if my game combat stats are balanced?▼

Compute TTK (Enemy HP / Player DPS) and TTD (Player HP / Enemy DPS), then divide TTK by TTD to get the Balance Ratio. A ratio between 0.8 and 1.2 indicates a tense, fair fight; above 2.0 means the player is overpowered.

How to design an XP or progression curve for a game?▼

Choose a target curve shape first: linear (Base + Level × Step), exponential (Base × Multiplier^Level), or logarithmic (Base + Scale × log(Level+1)). Then generate a level-by-level table with rationale so each value can be tuned independently.

What is a good TTK to TTD balance ratio?▼

A Balance Ratio of 0.8 to 1.2 produces a tense, fair fight. Ratios of 1.2 to 2.0 give the player an advantage suitable for early game, while anything above 2.0 makes combat trivial and below 0.8 feels overwhelming.

Why does my game economy feel broken?▼

A broken economy usually has a missing Source or Sink among the four economy pillars. Audit where currency enters and leaves the system; if generation outpaces consumption, inflation makes rewards feel worthless.

When should I not rely on mathematical balance alone?▼

Paper balance cannot capture feel balance, which only emerges from playtesting. Always state your target player feeling and session difficulty as explicit assumptions, and treat formula outputs as a starting point rather than final numbers.