Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge/plugin install 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 | $0.00086 | $0.04806 |
| Opus 5.5 | $0.00034 | $0.01922 |
| Sonnet 5.5 | $0.00017 | $0.00961 |
| Haiku 4.5 | $0.00009 | $0.00481 |
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 today.
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 — 353 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Balance Check
Balance is not making everything equal. It is making every choice feel fair while keeping decisions meaningful: every option has a trade-off, every intended playstyle is viable, and no single strategy is best everywhere. A perfectly symmetric game has no interesting decisions.
This workflow validates economy, progression, difficulty and reward systems with explicit models, then checks those models against evidence: simulations an agent can build and run in minutes, playtest observations, and telemetry from real players. The math tells you what the system does. Playtests tell you how it feels. You need both.
Purpose & Triggers
Use this workflow when:
- Currency inflates or deflates; players hoard or are always broke.
- One strategy, build, weapon or character dominates and the rest go unused.
- Progression feels too fast, too slow, or uneven (dead zones, then spikes).
- Players breeze through or hit walls; deaths cluster at one encounter.
- A new item, character, ability or system must fit into existing balance.
- Reward pacing sags in the mid-game; retention drops at a recognizable point.
- You need a simulation harness, a Monte Carlo run or an AI-vs-AI tournament.
- A pre-playtest or pre-launch balance pass.
Do NOT use this workflow when:
| Need | Route to |
|---|---|
| Designing currencies, pricing, monetization ethics | game-economy-designer |
| Designing or redesigning a mechanic | game-designer (if the system is broken, tuning will not save it) |
| How the balance feels to players | game-playtest |
| Bugs, crashes, exploits caused by code defects | game-qa-lead |
| Building the analytics pipeline and dashboards | game-analytics-setup |
| Systems not defined yet | game-prototype first |
Inputs I Read First
.gameforge/project.json(engine, phase), the GDD and economy model indesign/(${CLAUDE_PLUGIN_ROOT}/templates/economy-model.mdis the expected shape), prior reports indesign/balance/, tuning data files, and any playtest or telemetry exports.- Genre templates: for run-based games read
${CLAUDE_PLUGIN_ROOT}/genre-packs/roguelike/balance-template.md(run economy, damage curves, rarity and pity, floor scaling, synergy scoring, Monte Carlo setup). For story-driven games read${CLAUDE_PLUGIN_ROOT}/genre-packs/narrative/balance-template.md(pacing, branch budgets, choice-consequence weight, playthrough length). Use them as the checklist for that genre. - Ask up to three AskUserQuestion items, with defaults:
- System and symptom (default: "the one players complain about most").
- Evidence available: none (spreadsheet and simulation), playtest notes, live telemetry.
- Target player: session length and archetype mix (default: 30-60 minute sessions, average player as the primary target).
What ships with it
3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- today Changed · -168 lines · -25 tokens per session d4803ab78ef6
- 2mo 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 (52 stars, last pushed yesterday), licensed MIT. It adds 86 tokens to every session and 4,806 once invoked, about $0.0003 per session on Opus 5.5. 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.
game-balance-check compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-balance-checkAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 86 | Claude Code |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 18d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |