executing-plans
executing-plans
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available
game-balance-economyBalance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies. Use when tuning combat, loot, upgrades, scoring, level curves, AI difficulty, risk-reward choices, or any system where numbers shape player decisions.
Independent GitHub snapshot · Automated classification · Original documentation governs
Use this skill when a game system needs numerical tuning. Balance is not just fairness; it is the shape of player decisions over time. A good balance pass names the intended experience before changing numbers.
Primary source: The Art of Game Design: A Book of Lenses, Third Edition by Jesse Schell, especially chapters 12-13 on chance, expected value, fairness, challenge, meaningful choices, rewards, punishment, and economies. The workflow is transformed and paraphrased.
Supporting sources include MDA for reasoning from mechanics to dynamics and accessibility guidance for difficulty options that preserve player agency.
Balance Intent: what the numbers should make players feel and do.Economy Map: sources, sinks, currencies, rewards, gates, and conversion rates.Tuning Table: parameters, default values, safe ranges, and intended effects.Risk Review: dominant strategies, exploits, fairness issues, and accessibility concerns.Validation Plan: spreadsheet checks, script checks, playtest tasks, and telemetry.Use scripts/expected_value.py for quick expected value checks:
python3 path/to/game-balance-economy/scripts/expected_value.py --outcome 0:0.5 --outcome 10:0.5
Before producing a tuning plan, read:
references/core/guide.mdworkflows/tuning-pass.md