Balance Tuning
Analyze and tune game balance for: $ARGUMENTS
Step 1 — Identify Balance Area
| Area | Data Files | Design Reference |
|---|---|---|
combat | enemies, skills, status effects | docs/game-design/01-core-mechanics.md, 02-enemy-design.md |
progression | character stats, XP curves, AP costs | docs/game-design/01-core-mechanics.md |
economy | item prices, loot tables, shop inventory | docs/game-design/01-core-mechanics.md |
difficulty | encounter rates, enemy scaling, boss stats | docs/game-design/02-enemy-design.md |
resonance | resonance gain rates, overload thresholds | docs/game-design/01-core-mechanics.md |
echoes | echo power levels, rarity distribution | docs/lore/04-echo-catalog.md |
equipment | weapon/armor stats, upgrade scaling | docs/game-design/01-core-mechanics.md |
Step 2 — Read Current Data
- •Read the relevant design document for intended balance
- •Read all
.tresfiles in the affected data directories - •Read the Resource class definitions to understand valid ranges
- •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)
- •Edit the affected
.tresfiles with approved values - •Update any formula scripts if approved
- •Document the changes in a balance log
Step 6 — Report
- •Files modified with old → new values
- •Expected gameplay impact
- •Areas to monitor during playtesting
- •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