game-balance
Validate unit stats and combat values against GAME_REQUIREMENTS.md. Use when modifying unit properties, combat formulas, or terrain effects. Triggers on "balance", "stats", "unit values", "combat modifier".
When & Why to Use This Skill
The Game Balance Validator is a specialized Claude skill designed for game developers and designers to automate the verification of game mechanics. It ensures that unit statistics, combat formulas, and terrain modifiers remain consistent with the authoritative GAME_REQUIREMENTS.md file. By systematically flagging discrepancies in unit costs, movement values, and damage calculations, this tool streamlines the quality assurance process and prevents balancing errors in complex game systems.
Use Cases
- Unit Property Auditing: Automatically validate changes to unit costs, health points, and attack/defense stats against the master design document to prevent accidental power creep.
- Combat Formula Verification: Ensure that complex damage calculations, including terrain-specific modifiers and unit matchups (e.g., Tank vs. Infantry), are implemented according to the intended balance logic.
- Terrain and Movement Analysis: Verify that movement costs and defensive bonuses for various map elements like forests, mountains, and rivers match the technical specifications.
- Regression Testing for Balance Patches: Quickly run a comprehensive validation checklist after modifying game data to ensure that no unintended changes were introduced to existing unit values.
| name | game-balance |
|---|---|
| description | Validate unit stats and combat values against GAME_REQUIREMENTS.md. Use when modifying unit properties, combat formulas, or terrain effects. Triggers on "balance", "stats", "unit values", "combat modifier". |
| allowed-tools | Read |
Game Balance Validator
Instructions
- Read the current GAME_REQUIREMENTS.md for authoritative values
- Compare implementation against requirements
- Flag any discrepancies
Quick Reference
Unit Stats
| Unit | Cost | Move | Attack | Defense | Range | Sight |
|---|---|---|---|---|---|---|
| Infantry | 100 | 3 | 5 | 4 | 1 | 2 |
| Tank | 300 | 5 | 8 | 6 | 1 | 2 |
| Artillery | 250 | 2 | 7 | 2 | 2-4 | 3 |
| Fighter | 350 | 8 | 6/3 | 4 | 1 | 4 |
| Bomber | 400 | 6 | 9 | 2 | 1 | 3 |
Terrain Effects
| Terrain | Move Cost | Defense |
|---|---|---|
| Plains | 1 | +0% |
| Forest | 2 | +25% |
| Hills | 2 | +30% |
| Mountains | 3 | +40% |
| City | 1 | +35% |
| River | 2 | -10% |
| Road | 0.5 | +0% |
| Beach | 1 | -20% |
Combat Modifiers
| Matchup | Modifier |
|---|---|
| Tank vs Infantry (plains) | +50% |
| Infantry vs Tank | -30% |
| Fighter vs Bomber | +75% |
| Fighter vs Ground | -40% |
Damage Formula
Damage = (Attack × HP/10) × TerrainMod × Random(0.8-1.2)
Validation Checklist
- Unit costs match requirements
- Movement values correct
- Attack/Defense stats accurate
- Range values (especially Artillery 2-4)
- Terrain modifiers applied correctly
- Combat modifiers implemented
- HP system uses 10 HP base