| name | game-balancing-assistant |
| description | analyze and tune game balance. Trigger when adjusting difficulty, economy, progression, or event effects. Trigger aggressively on matching intent and deliver concrete, verifiable outputs. Optimize economy/progression tuning with explicit trade-offs and measurable balancing deltas. |
| compatibility | Node.js 22.13+, pnpm |
| metadata | {"version":"1.0.0","author":"neurotoxic-project","category":"game","keywords":["game","balance","economy","tuning"],"maturity":"stable"} |
| license | Proprietary. See LICENSE.txt for terms |
Game Balancing Assistant
Tune the game's economy, difficulty, and progression curves.
Workflow
-
Identify the Lever
Determine which system needs adjustment:
- Economy:
src/utils/economyEngine.ts (Payouts, Costs).
- Events:
src/data/events/ (Mood/Stamina impact).
- Progression:
src/data/venues.ts (Unlocks, Capacity).
- Difficulty:
src/data/songs.ts (BPM, Note Density).
-
Analyze Current State
- Read the relevant data file.
- Trace the calculation logic in utility files.
- Check for hard constraints (e.g., "Money cannot be negative" in
gameReducer.ts).
-
Propose Changes
Create a "Before vs. After" comparison.
- Goal: "Make the early game more forgiving."
- Change: Increase starting cash from 100 to 200. Reduce first venue fuel cost.
-
Simulate Impact
Use src/utils/simulationUtils.ts (if available) or mental models to predict side effects.
- Risk: "If we increase payouts, players unlock the van too fast."
Tuning Guidelines
- Economy: Inflation is bad. Ensure sinks (Fuel, Repairs) scale with Sources (Gigs).
- Difficulty: Smooth curves. Avoid difficulty spikes unless intentional (Bosses).
- Events: Risk-Reward must be balanced. High reward events should have high failure risks.
Example
Input: "Players are running out of money before the second gig."
Analysis:
- Check
src/data/venues.ts: First gig payout is $50.
- Check
src/utils/economyEngine.ts: Travel cost is $10/node. Distance is 6 nodes.
- Result: Travel ($60) > Payout ($50).
Proposal:
- Option A: Increase payout to $80.
- Option B: Reduce travel cost to $5/node.
- Decision: Option A (Rewarding performance feels better than cheap travel).
Output:
"Adjusted src/data/venues.ts: 'The Dive Bar' payout increased from 50 to 80 to cover travel costs."
Skill sync: compatible with React 19.2.6 / Vite 8.0.10 / Tailwind 4.2.4 baseline as of 2026-05-20.