cocos-game-balance-director

cocos-game-balance-director is a skill for Codex from lightblink/cocos-creator-local-mcp. It costs 74 tokens per session (1,044 once invoked), scanned A, original, MIT.

A method for setting and testing the numbers behind a Cocos game, such as difficulty, rewards, costs, timers, and enemy spawns.

In plain words
What is it for?
Use it to plan combat values, progression, economies, scoring, upgrades, levels, random events, and reward systems.
Why use it?
It turns game balance decisions into adjustable tables, formulas, and playtest checks instead of unexplained guesses.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan combat values, progression, economies, scoring, upgrades, levels, random events, and reward systems.

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Install with agentmods
npx agentmods add skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director
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 lightblink/cocos-creator-local-mcp --skill cocos-game-balance-director
Clone the repo
git clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcp

Made for: Codex.

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 cocos-game-balance-director

README.md
[![agentmods](https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director/github.svg)](https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director)
Your own site
<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director/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 cocos-game-balance-director

Your own site · 80×15
<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,044 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 $0.00074 $0.01044
Opus 5 $0.00037 $0.00522
Sonnet 5 $0.00015 $0.00209
Haiku 4.5 $0.00007 $0.00104

Measured 12d ago against content hash e4f46867738a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

cocos-game-balance-director 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 12d 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/cocos-game-balance-director/SKILL.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cocos Game Balance Director

Overview

Use this skill to make game numbers intentional, tunable, and testable. The output should define player-facing balance goals first, then translate them into Cocos-friendly constants, tables, formulas, and playtest checks.

This skill does not guess final production values. It creates an initial tuning model and identifies what playtest evidence should change it.

When the user asks for starting values, always provide concrete v0 tuning assumptions. Label them as defaults to test, not final production truth.

Core Workflow

  1. Define balance intent.
    • State target session length, expected success rate, difficulty feel, reward cadence, and player skill assumptions.
  2. Identify tunable systems.
    • Combat, movement, timers, scoring, spawns, upgrades, economy, level pressure, content unlocks, random events, crits, loot, drops, affixes, or procedural selection.
    • Keep first-slice numbers small enough to understand and change quickly.
  3. Choose primary metrics.
    • Use metrics such as TTK, time to fail, score per minute, currency per run, upgrade runs required, hit frequency, spawn pressure, and recovery margin.
  4. Build formulas and tables.
    • Prefer explicit v0 tables for early prototypes.
    • Use formulas only when the progression shape is more important than individual authored values.
    • For random systems, prefer probability tables, weighted tables, seeded selection rules, expected-value formulas, and variance guardrails over inline probability checks.
    • Include default, minimum, maximum, unit, confidence, and tuning rationale for important values.
  5. Add guardrails.
    • Define min/max values, caps, cooldowns, pity rules, streak prevention, spawn budgets, duplicate prevention, and runaway prevention.
  6. Hand off implementation.
    • Specify where Cocos should store values: serialized properties, JSON/config files, TypeScript constants, or spreadsheet exports.
    • Call out values that designers should tune without code edits.

Read the full file on GitHub · 84 lines

Files

What ships with it

2 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.

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. 12d ago First seen · 84 lines · 74 tokens per session scan A e4f46867738a

Subscribe to this mod's changes

cocos-game-balance-director is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 74 tokens to every session and 1,044 once invoked, about $0.0004 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.

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