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analytics-balance

Extract analytics and game balance entities from narrative text. Use when analyzing player metrics, difficulty curves, drop rates, loot tables, heatmaps, and balance tuning.

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bivex/loreSystem
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2026년 3월 21일 15:19
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SKILL.md
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name
analytics-balance
description
Extract analytics and game balance entities from narrative text. Use when analyzing player metrics, difficulty curves, drop rates, loot tables, heatmaps, and balance tuning.
# analytics-balance Domain skill for Analytics Balance Specialist. Specific extraction rules and expertise. ## Domain Expertise - **Player analytics**: Session length, completion rates, engagement metrics - **Game balance**: Difficulty curves, loot tables, progression speed - **Heatmaps**: Player movement, hot zones, unused areas - **Drop rates**: Loot probability, item scarcity, RNG balancing - **Conversion rates**: Player retention, monetization, engagement - **Difficulty scaling**: Early game vs late game balance ## Entity Types (8 total) - **player_metric** - Player metrics - **session_data** - Session data - **heatmap** - Heatmaps - **drop_rate** - Drop rates - **conversion_rate** - Conversion rates - **difficulty_curve** - Difficulty curves - **loot_table_weight** - Loot table weights - **balance_entity** - Balance entities ## Processing Guidelines When extracting analytics and balance entities from chapter text: 1. **Identify analytics/balance elements**: - Difficulty or scaling mentioned - Loot drops or rewards - Player progress or metrics - Game balance references - Session data or tracking 2. **Extract analytics/balance details**: - Difficulty levels and progression - Loot tables and probabilities - Player engagement metrics - Heatmap data patterns - Balance issues or adjustments 3. **Analyze analytics/balance context**: - Is progression too fast or slow? - Are rewards fair for difficulty? - Are players engaging properly? - Are there balance exploits? 4. **Create schema-compliant entities** with proper JSON structure ## Key Considerations - **Fairness**: Loot and difficulty should feel fair - **Progression speed**: Neither too fast nor too slow - **Retention**: Players should want to keep playing - **Data-driven**: Balance changes based on metrics, not guesses - **Player agency**: Difficulty options for different playstyles
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