game-balance

game-balance is a skill for Claude Code, Codex from kyh/vibedgames. It costs 139 tokens per session (1,796 once invoked), scanned A, original, MIT.

A guide to designing game systems and choosing numbers for gameplay, rewards, progression, and in-game economies. It covers repeating gameplay loops and how different game mechanics interact.

In plain words
What is it for?
Use it to plan core gameplay loops, balance abilities and costs, design loot tables and pity systems, and check sources and sinks in a game economy.
Why use it?
It helps developers find unclear loops, runaway costs, weak rewards, and strategies that make other choices pointless.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Part of the game-craft plugin — 12 skills shipped together

Good fit Use it to plan core gameplay loops, balance abilities and costs, design loot tables and pity systems, and check sources and sinks in a game economy.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/game-balance
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 kyh/vibedgames --skill game-balance
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code, Codex.

Or install game-craft, the plugin that ships this one along with the rest of its 12 skills.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/game-balance/github.svg)](https://agentmods.dev/skills/kyh/vibedgames/game-balance)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/game-balance"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/game-balance/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

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/game-balance"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/game-balance.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 139 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,796 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00139 $0.01796
Opus 5 $0.00069 $0.00898
Sonnet 5 $0.00028 $0.00359
Haiku 4.5 $0.00014 $0.00180

Measured 10d ago against content hash 4b11cbb0144d, 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 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.

plugins/game-craft/skills/game-balance/SKILL.md · 125 lines

How it starts

The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Systems, loops & balance

Games are loops, not arcs: model → action → rules → feedback, nested at every timescale. Fun is acquiring skills before old ones burn out; balance is mostly figuring out what numbers to use. What the player can't perceive doesn't exist — surface the math.

Core loop construction

  • Write the loop sentence first: "player does A, system responds B, player gets C, which lets them do A better/differently." Can't write it = no game yet.
  • Nest 3 timescales: moment loop (~1s: dodge/shoot), session loop (2–5 min: a run/wave/level), meta loop (across sessions: upgrades, unlocks, best score). Each loop's output feeds the next one up.
  • Close every skill atom: each verb needs action + rule + feedback (<100ms) + perceived reward. A reward with no feedback is invisible.
  • Full loop cycle in the first 10–30s. Lore and intros come after the hook, or never. Cut content that neither repeats nor teaches the loop.
  • Schedule against burnout: list skill atoms, estimate when each is mastered, introduce a new one (mechanic, enemy, modifier) before the old one dies — every 30–60s in a 5-minute game.

Economy: sources & sinks (Machinations vocabulary)

  • Table every resource × (sources, sinks, converters, caps). Sources with no sink → inflation; sinks with no source → soft-lock; a converter strictly better than another in all states → dead option.
  • Decisions live at converters (gold→tower, scrap→upgrade), not at raw sources. Want more decisions? Add competing conversions, not more income.
  • Cap or decay hoardables when hoarding is degenerate (ammo, energy).
  • Faucet-of-last-resort: every spendable resource needs an income path from zero (trickle, sell-back, free reroll) — fix soft-locks structurally, not with warnings.

Cost & power curves

  • Transitive balance rule (Schreiber): sum(costs) = sum(benefits) on one resource scale. Pick a numéraire (gold, DPS-seconds) and price everything in it. Conditional/limited benefits get a discount, never a refund — a limitation is never worth more than the benefit it limits.
  • Price choice at its best option: an ability offering a choice costs as much as its strongest branch.
  • Derive unknowns pairwise: find two items differing in exactly one attribute, solve for it; bootstrap the curve from 3–4 hand-tuned anchors.
  • Err weak: a too-weak option is ignored; a too-strong one deletes every other option from the game.
  • Upgrade price curve: cost(n) = base × growth^n. Real-world growth constants: 1.07 (AdVenture Capitalist, gentle) to ~1.15 (Cookie Clicker, steep). Production stays linear in owned with milestone multipliers (×2 at 25/50/100) — exponential cost vs polynomial income guarantees the slow-down wall that makes progression feel earned.
  • XP curves: increasing cost-to-next-level — fast early levels (hook), but time-per-level never exceeds one session without a payoff.
  • Perceived difficulty = (skill + power demanded) − (skill + power held) (Schreiber). Player skill rises on its own across sessions — a fixed challenge curve drifts easier.
  • Upgrades should change decisions, not just numbers: ≤3 pure stat bumps between mechanic-changing purchases. Want build variety? Make tradeoffs intransitive (rock-paper-scissors), which no single cost curve can solve.
  • Show cost, current effect, next effect on every upgrade.

Read the full file on GitHub · 125 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. 10d ago First seen · 125 lines · 139 tokens per session scan A 4b11cbb0144d

Subscribe to this mod's changes

game-balance is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 139 tokens to every session and 1,796 once invoked, about $0.0007 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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