Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-checkgit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-balance-check)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-balance-check"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-balance-check/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-balance-check"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-balance-check.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00111 | $0.07403 |
| Opus 5 | $0.00056 | $0.03701 |
| Sonnet 5 | $0.00022 | $0.01481 |
| Haiku 4.5 | $0.00011 | $0.00740 |
Grade A, and why
game-balance-check scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 521 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Economy & System Balance Validation
Balance is not about making everything equal -- it is about making everything feel fair while keeping decisions meaningful. A perfectly balanced game where every option is identical is a game with no interesting decisions. Into the Breach achieves near-perfect balance not through symmetry but through information transparency -- every option is viable because every consequence is visible. Slay the Spire achieves it through controlled variance -- any card can be powerful in the right deck, and Jorbs' statistical breakdowns prove the math holds across thousands of runs.
The goal is controlled asymmetry: every choice has a trade-off, every path is viable, and every player feels their preferred playstyle is respected. This workflow provides formal models -- including statistical validation and simulation -- for validating economy, progression, difficulty, and reward systems.
Purpose & Triggers
Invoke this workflow when:
- An in-game economy is producing unintended inflation or deflation
- Players are gravitating toward a single dominant strategy and ignoring all alternatives
- Progression feels too fast (trivializing content), too slow (creating grind walls), or uneven (dead zones followed by spikes)
- Difficulty scaling needs calibration -- either players are breezing through or hitting walls
- Reward pacing needs analysis to sustain engagement through the mid-game and endgame
- A new item, character, ability, or system is being introduced and needs integration with existing balance
- Free-to-play monetization fairness needs auditing -- the gap between paying and non-paying players must be reasonable
- Pre-release balance pass is needed before a playtest or launch
Do NOT use this workflow when:
- The game has no systems to balance (pure narrative games, walking simulators with no mechanics)
- You are still in the prototyping phase and systems are not yet defined (use
game-prototypefirst) - The balance problem is actually a design problem -- if the system is fundamentally broken, tuning numbers will not save it
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 521 lines · 111 tokens per session scan A cfebdf4a4a62
game-balance-check is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 111 tokens to every session and 7,403 once invoked, about $0.0006 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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