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 CodePhobiia/claude-roblox-game-studio --skill balance-checkgit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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/codephobiia/claude-roblox-game-studio/balance-check)<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/balance-check"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/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/codephobiia/claude-roblox-game-studio/balance-check"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/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 | $0.00034 | $0.00779 |
| Opus 5 | $0.00017 | $0.00390 |
| Sonnet 5 | $0.00007 | $0.00156 |
| Haiku 4.5 | $0.00003 | $0.00078 |
Grade A, and why
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 10d 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 — 103 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/balance-check — Game Balance Verification
Delegate to: game-designer (with systems-designer for formula review)
Steps
1. Identify What to Check
Ask: "Which system or formula are we checking?"
- Default: All tunable systems (combat, progression, economy)
2. Locate Formulas
Search for relevant code:
grep -rn "damage\|XP\|drop\|spawn" src/ --include="*.lua" --include="*.luau"
grep -rn "config\|CONFIG\|Config" src/ReplicatedStorage/
3. Verify Each Formula
Checklist per formula:
- Formula explicitly written (not buried in complex code)
- Constants externalized to config module
- Formula documented in relevant GDD
- Formula result bounded (no infinite scaling without cap)
- Edge cases handled (zero inputs, negative, max)
4. Simulate the Curve
For each formula, tabulate values across the expected input range:
Damage example:
Level | Base ATK | Weapon | Total Damage (avg)
------|----------|--------|--------------------
1 | 10 | 5 | 15
5 | 20 | 15 | 35
10 | 35 | 30 | 65
20 | 60 | 60 | 120
50 | 150 | 150 | 300
100 | 300 | 300 | 600
XP curve example:
Level | XP to next | Cumulative XP | Hours to reach (at 500 XP/hr)
------|------------|---------------|------------------------------
1 → 2 | 100 | 100 | 0.2
5 → 6 | 500 | 1500 | 3
10 → 11 | 2000 | 9500 | 19
20 → 21 | 10000 | 75000 | 150
50 → 51 | 100000 | 2000000 | 4000
5. Flag Balance Issues
- Too steep: Grind feels unfair (target: fun, not punishing)
- Too shallow: Player outgrows content too fast
- Discontinuities: Sudden difficulty spikes
- Unbounded: Values that can grow infinitely without cap
- Undefined edges: What happens at max level / zero input?
6. Recommend Adjustments
For each issue, propose concrete changes:
Issue: XP curve at level 50 requires 4000 hours
Recommendation: Cap XP requirement at 50000 per level (reduces to 100 hours)
Impact: Whale players won't grind forever; retention curve healthier
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.
- 10d ago First seen · 103 lines · 34 tokens per session scan A 0329e7b4bf11
balance-check is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 34 tokens to every session and 779 once invoked, about $0.0002 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 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.