Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Use when auditing or recalibrating game balance: build a source-driven Monte Carlo balance lab (Rust + rayon) that extracts live game data, simulates human playstyles (AFK→pro), emits win-rate/economy verdicts with confidence intervals, and bruteforce-tunes parameters. Trigger on unfair levels, unreachable shops, farm exploits, interest-curve cliffs, post-content recalibration, or CI balance JSON diffs. Keywords: balance lab, Monte Carlo, win rate, difficulty curve, economy career, playstyle simulation, Resource extraction, GDScript parser, bruteforce tuning.
The English summary is being prepared. Showing the original description.
Run score Not tested
See how to installReview the instructions the agent will receive before you install.
godot-resource-data-patterns → godot-economy-system →
(godot-combat-system | godot-rpg-stats | godot-game-loop-waves) →
godot-monte-carlo-balancer → godot-testing-patterns → godot-builder
No hand-copied numbers in the sim. Parse Resources / source at startup so the next run reflects designer edits.
| Abstraction | Meaning | If absent |
|---|---|---|
| Session | Bounded attempt | — |
| Threat | Pressure toward fail | delete |
| Defense / agency | Player levers | delete |
| Faults | Attention taxes | delete |
| Resources | Consumable flow | delete |
| In-run economy | Session spend | delete |
| Meta economy | Shop / unlocks / prestige | delete |
| Grade | Stars / rank / time / score | delete |
Write BALANCE_PLAN.md. Simulate only mapped rows.
MANDATORY: Read the linked reference before implementing that phase.
Do NOT Load:
example-lane-defense.md— unless Phase 0 maps to lane-defense / shift TD06-genre-adaptation.md— unless genre ≠ default PvE win%-band session07-godot-calibration.md— only when starting calibration or Phase 0 did not waive physics/AI (waiver = fully formulaic math-only game, documented inBALANCE_PLAN.md)
Genre, win/fail, modes, catalog, influence graph, economy, styles + primary metric, extraction plan. Confirm with designer.
Resource-first decision tree; inspect before any simulate.
Behavioral PlayStyle × InputModel (mouse/touch/gamepad), SessionModel for mobile, seeded SmallRng, rayon over independent jobs.
Wilson/bootstrap CI verdicts; secondary agency checks; stable JSON.
Careers, farms, interest curve, reward-cadence checkpoints.
Band-scored bruteforce; emit .tres when the project is Resource-first.
Metric overrides + Domain Skill chains.
3–5 golden cells vs headless Godot before full-matrix sign-off (unless waived).
Canonical layout after copy:
tools/
balance_lab.ps1 # from launcher.ps1
balance_lab.sh # from launcher.sh
balance_lab/
Cargo.toml
src/main.rs # clap stubs — expand per Phase 0
Copy Cargo.toml + src/ into tools/balance_lab/. Place launchers as tools/balance_lab.ps1 / tools/balance_lab.sh (siblings of the crate dir).
CI-aware snapshot diff.
Stable --json field contract.
balance-lab inspect
balance-lab simulate --level 3 --style average --runs 1000
balance-lab career --style casual --runs 200
balance-lab mode <key> --runs 500
balance-lab bruteforce --level 4 ...
balance-lab gen-level ...
balance-lab calibrate --cells golden.json
balance-lab --json <any command>
balance-lab --seed 42 <any command>
Bands are defined per style × input_model cell. Default input model is mouse.
| Style | Input | Win-rate target | Below → | Above → |
|---|---|---|---|---|
| afk | mouse | 5% – 55% | TOO HARD | TOO EASY |
| casual | mouse | 55% – 90% | TOO HARD | TOO EASY |
| average | mouse | 70% – 95% | TOO HARD | TOO EASY |
| pro | mouse | 90% – 100% | TOO HARD | — |
| afk | touch | 5% – 55% | TOO HARD | TOO EASY |
| casual | touch | 55% – 90% | TOO HARD | TOO EASY |
| average | touch | 65% – 92% | TOO HARD | TOO EASY |
| pro | touch | 85% – 100% | TOO HARD | — |
A level is only OK when every simulated style × input_model cell lands inside its band. Difficulty must come from the level curve, not from punishing input speed alone.
Platform Rule: If the game ships on mobile, the matrix MUST include touch input models. A level that is OK on mouse but TOO HARD on touch is TOO HARD.
| Mode | Runs/cell | OK rule |
|---|---|---|
| Search / working | 100–300 | 95% CI overlaps band; else TOO_HARD / TOO_EASY / INCONCLUSIVE |
| Sign-off / DoD / snapshot | ≥1000 | 95% CI fully ⊆ band for every style × shipped input model |
Fighting / educational / idle often replace win% — set primary metric in Phase 0.
.tres — hand copies rot into false conclusions; regex farms on Resource projects fight the data layer. Resource-first; regex only for inline formula coefficients. Flag every (default!) in inspect before the first simulate.HashMap-hashed seed paths — default hasher is process-randomized → false CI diffs across machines/rayon schedules; use seed_for + stable hash; unit-test determinism.RunState/RNG across rayon jobs — cross-talk masquerades as balance noise and breaks reproducibility..gd factories into a Resource-first project — emit .tres / Resource shape.GameData across game-source edits.--json + game_data_hash.BALANCE_PLAN.md + designer lock on bands/metrics.inspect → if unexpected (default!), stop and fix extract (example-lane-defense.md smell).inspect verified; no unexpected (default!).Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
The English summary is being prepared. Showing the original description.