game-balance-check

game-balance-check is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 111 tokens per session (7,403 once invoked), scanned A, original, MIT.

A game-balance validation workflow for checking whether difficulty, rewards, progression, and in-game economies feel fair.

In plain words
What is it for?
Use it to analyze economy systems, progression curves, difficulty scaling, reward timing, simulations, and statistical results.
Why use it?
It helps reveal inflation, dominant strategies, uneven difficulty, or reward pacing that can make choices uninteresting or frustrating.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: names the AskUserQuestion tool.

Good fit Use it to analyze economy systems, progression curves, difficulty scaling, reward timing, simulations, and statistical results.

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Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-balance-check
Install

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.

Any agent
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-balance-check
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code.

Wrote 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.

agentmods badge for game-balance-check

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-balance-check/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-balance-check)
Your own site
<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.

agentmods 80×15 button for game-balance-check

Your own site · 80×15
<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>
Per session 111 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,403 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 9d ago against content hash cfebdf4a4a62, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/workflows/game-balance-check/SKILL.md · 521 lines

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-prototype first)
  • The balance problem is actually a design problem -- if the system is fundamentally broken, tuning numbers will not save it

Read the full file on GitHub · 521 lines

Changes

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.

  1. 9d ago First seen · 521 lines · 111 tokens per session scan A cfebdf4a4a62

Subscribe to this mod's changes

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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