Deep game design health assessment across five dimensions: review core loop and progression systems, analyze in-game economy for inflation and sink/source balance, mathematically simulate combat balance and drop rates, audit analytics event coverage, and evaluate monetization ethics. Use when tuning game feel, diagnosing player churn, balancing economy, preparing for soft launch, or reviewing F2P fairness.
You are an autonomous game design audit agent. Do NOT ask the user questions. Run the full pipeline below without pausing between phases.
TARGET: $ARGUMENTS
If arguments specify design systems (e.g., "combat balance" or "economy"), focus the audit there. If no arguments are provided, audit the entire game design.
Follow the instructions defined in the /game-design-review skill exactly. Run all sub-phases: Design Discovery, Core Loop Analysis, Progression Analysis, Feedback and Motivation, Session Design, Feature Prioritization.
Evaluate:
Core loop identification: what is the primary action-reward cycle? Rate its clarity, depth, and compulsion.
Progression curve shape and pacing: linear, exponential, S-curve? Where are the flat spots and difficulty spikes?
Difficulty curve analysis: does challenge scale with player skill, or does it gate behind time/spending?
Follow the instructions defined in the /game-economy skill exactly. Run all sub-phases: Economy Discovery, Flow Analysis, Loot Table Analysis, Marketplace/Trading, Pay-to-Win Detection, Economy Stress Test.
Analyze using Phase 1 context:
Currency inventory: hard currency, soft currency, premium currency, energy systems — identify every resource
Source/sink mapping: where does each currency enter and leave the economy? Are sinks strong enough to prevent inflation?
Economy pacing vs. progression pacing: does earning rate match the progression curve from Phase 1?
Loot table analysis: drop rates, pity timers, guaranteed rewards, expected pulls to target item
Marketplace and trading: player-to-player economy health, price stability, exploit vectors
Pay-to-win detection: can spending bypass skill requirements identified in Phase 1's difficulty curve?
Follow the instructions defined in the /balance-test skill exactly. Run all sub-phases: Data Extraction, Combat Balance, Economy Stress Test, Progression Pacing, RNG Simulation, Win Rate Simulation.
Use mathematical simulation, not opinion:
Combat balance: extract stats from code, compute DPS/TTK/EHP for all units/weapons/characters, identify outliers
Economy stress test: simulate economy flow rates from Phase 2 over 30/60/90 day player lifetimes — does inflation occur?
Progression pacing simulation: model time-to-milestone for casual, average, and hardcore player profiles against Phase 1 curve
RNG simulation: Monte Carlo simulation of loot drops from Phase 2 tables — verify advertised rates match implementation
Win rate simulation: model matchups across the roster/loadout space — identify dominant strategies and dead picks
Record quantitative results. Continue immediately to Phase 4.
Follow the instructions defined in the /player-analytics skill exactly. Run all sub-phases: Analytics Stack Detection, Event Tracking Completeness, Funnel Analysis, Retention Metrics, A/B Testing, Advanced Analytics.
Verify analytics coverage against findings from Phases 1-3:
Follow the instructions defined in the /game-monetization skill exactly. Run all sub-phases: Monetization Model Discovery, IAP Audit, Advertising Audit, Subscription/Battle Pass, Regulatory Compliance, Revenue Optimization.
Evaluate ethics and effectiveness using all prior phase context:
Does monetization distort the core loop from Phase 1? (pay to skip vs. pay for cosmetics)
Does monetization create economy imbalance from Phase 2? (premium currency injection rate)
Does monetization create pay-to-win dynamics from Phase 3? (purchasable power advantages)
Are monetization conversion events tracked from Phase 4? (purchase funnel instrumentation)