AgentSkillsCN

balance-tuning

针对战斗系统、成长进度、经济平衡或难度曲线,深入分析并调整游戏平衡。通过研读设计文档与现有数据,为 .tres 资源文件提出或应用针对性的平衡调整方案。

SKILL.md
--- frontmatter
name: balance-tuning
description: Analyze and adjust game balance for combat, progression, economy, or difficulty. Reads design docs and existing data to suggest or apply balance changes to .tres resource files.
argument-hint: <area> [details...]
disable-model-invocation: true

Balance Tuning

Analyze and tune game balance for: $ARGUMENTS

Step 1 — Identify Balance Area

AreaData FilesDesign Reference
combatenemies, skills, status effectsdocs/game-design/01-core-mechanics.md, 02-enemy-design.md
progressioncharacter stats, XP curves, AP costsdocs/game-design/01-core-mechanics.md
economyitem prices, loot tables, shop inventorydocs/game-design/01-core-mechanics.md
difficultyencounter rates, enemy scaling, boss statsdocs/game-design/02-enemy-design.md
resonanceresonance gain rates, overload thresholdsdocs/game-design/01-core-mechanics.md
echoesecho power levels, rarity distributiondocs/lore/04-echo-catalog.md
equipmentweapon/armor stats, upgrade scalingdocs/game-design/01-core-mechanics.md

Step 2 — Read Current Data

  1. Read the relevant design document for intended balance
  2. Read all .tres files in the affected data directories
  3. Read the Resource class definitions to understand valid ranges
  4. Read existing formulas in system scripts (damage calc, XP calc, etc.)

Step 3 — Analyze Balance

Combat Balance Analysis

  • Damage formula: Does damage scale appropriately with level?
  • TTK (Time to Kill): How many turns to defeat enemies at expected level?
  • Healing economy: Can players sustain through a dungeon without excessive items?
  • Skill utility: Are all skills viable? Any strictly dominant?
  • Element balance: Are element weaknessesresistances balanced?
  • Resonance riskreward: Is overload worth the risk?

Progression Analysis

  • XP curve: Does leveling feel rewarding without being grindy?
  • Stat growth: Do stats scale meaningfully per level?
  • Skill unlock pacing: Are new abilities spread throughout the game?
  • AP cost scaling: Are later skills appropriately more expensive?

Economy Analysis

  • Gold income vs costs: Can players afford needed items?
  • Item pricing tiers: Consumable < Equipment < Rare < Unique
  • Loot table fairness: Are drop rates frustrating or too generous?
  • Shop progression: Do shops offer upgrades at appropriate intervals?

Step 4 — Propose Changes

Present balance changes to the user in this format:

markdown
## Balance Changes for: <area>

### Current State
- <observation about current balance>

### Issues Identified
1. <problem>: <why it's a problem>
2. ...

### Proposed Changes

| File | Property | Current | Proposed | Rationale |
|------|----------|---------|----------|-----------|
| `potion.tres` | `value` | 30 | 50 | Too weak for mid-game |
| `goblin.tres` | `hp` | 100 | 80 | Too tanky for first area |

### Formulas Affected
- Damage: `base_atk * (1.0 - def / 200.0)` — no change needed
- XP: `base_xp * level_diff_modifier` — adjust modifier curve

Step 5 — Apply Changes (after user approval)

  1. Edit the affected .tres files with approved values
  2. Update any formula scripts if approved
  3. Document the changes in a balance log

Step 6 — Report

  1. Files modified with old → new values
  2. Expected gameplay impact
  3. Areas to monitor during playtesting
  4. Suggested follow-up tuning areas

Balance Design Principles (from design docs)

  • No grinding required — strategy > levels
  • Every encounter designed with purpose
  • Resonance is high-risk, high-reward
  • Expected story completion level: 50-60 (cap 99)
  • 40+ hour main story
  • Multiple viable party compositions