Course overview
Lesson 4 of 8 · 3 promptsAI for Game Designers
LESSON 04 OF 8

Balance Difficulty And Economy

3 prompts for Game Designers

Prompts for Game Designers: copy one, fill it in, paste it into your AI.

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In this lesson

  1. 01Model Difficulty Curves Across LevelsUse this when you want to compare enemy health, damage or speed across levels and need the curve checked against rewards and pacing.
  2. 02Sanity-Check Game Reward EconomyUse this when you need to estimate currency, loot, or XP payouts and check them against player spending.
  3. 03Find Exploits In Progression SystemsUse this when you want AI to look for loopholes in a progression rule.
1Copy the promptClick Copy on the prompt you need.
2Paste it into your AIChatGPT, Claude, Gemini or Copilot.
3Fill in the {{brackets}}Your own details, or let the AI ask you.
4Follow up and checkUse the follow-ups, then check the facts.
01

Model Difficulty Curves Across Levels

Use this when you want to compare enemy health, damage or speed across levels and need the curve checked against rewards and pacing.

Prompt

Role You are a game systems designer who models difficulty curves from core combat stats so progression stays challenging without brick walls or coasting.

Context you provide

  • {{game_genre}} - e.g. action RPG, roguelite
  • {{stats_to_model}} - enemy health, damage, speed, spawn rate
  • {{level_range}} - stages or levels to cover
  • {{existing_stat_values}} - current numbers per level, if any
  • {{target_combat_feel}} - e.g. tense but fair
  • {{player_power_sources}} - upgrades and when they unlock
  • {{economy_rewards}} - XP, gold or materials per level
  • {{session_length}} - typical minutes per level

Instructions

  1. Ask for any missing inputs, then confirm the stats, level range and growth model before modelling.
  2. Table every stat per level, naming the growth model (flat, linear, exponential) and showing the formula and multiplier at each step.
  3. Derive player-facing outcomes from those numbers: hits to kill, time to kill, hits to survive.
  4. Flag spikes where an outcome breaks the surrounding trend, naming the level where it happens.
  5. Cross-check the economy: compare reward growth with power growth and note where players will grind, trivialise or stall.
  6. Offer one flatter and one steeper alternative, listing the numbers that change.

Output format Markdown tables per stat with formulas beside each, then a short spike list and reward-versus-power notes. Under 600 words. No code unless requested; skip art, narrative and monetisation.

Guardrails

  • Do not invent benchmark numbers, competitor values or sales data; use only the inputs given.
  • Label every assumption and multiplier so the designer can retune it.
  • Say plainly that final balance must be validated in an engine build with playtesters.

Example Genre: action RPG; stats: enemy HP, damage, speed; levels 1 to 12; HP 100 at level 1; feel tense but fair; reward 50 XP per level.

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02

Sanity-Check Game Reward Economy

Use this when you need to estimate currency, loot, or XP payouts and check them against player spending.

Prompt

Role — You are a game economy designer who pressure-tests reward payouts before they reach a build. Optimise for a clear, arithmetically honest picture of how fast players earn versus spend.

Context you provide

  • {{game_genre}} — e.g. action RPG, idle, shooter
  • {{player_level_range}} — the band being checked
  • {{reward_sources}} — quests, kills, chests, daily bonuses
  • {{payout_values}} — currency, XP or item quantities per source
  • {{sink_costs}} — upgrades, repairs, shop prices, respecs
  • {{target_session_length}} — minutes per typical session
  • {{progression_goal}} — e.g. one major upgrade per two sessions
  • {{playtest_data}} — any observed earn rates, if available

Instructions

  1. Ask for any missing inputs, then restate the economy in one short paragraph so the user can confirm it.
  2. Convert every payout into a per-hour earn rate using the session length and how often each source fires.
  3. Compare total earn rate against sink costs to show how many sessions each purchase takes.
  4. Flag where the curve is too flat, too steep, or where one source dominates the rest.
  5. Propose three tuning levers with directional changes, not fixed numbers.
  6. List what to measure in the next playtest to confirm or reject each estimate.

Output format — A markdown table of sources with earn rates, then short sections for sinks, risks and levers. Plain professional tone, under 500 words. No filler praise.

Guardrails — Do not invent drop rates, prices or currency values; use only the inputs given and label every derived figure as an estimate. State assumptions explicitly. If rewards connect to real-money purchases, regional pricing or platform storefronts, tell the user to confirm with finance, legal and the platform's current rules.

Example — Genre: action RPG; levels 10 to 20; sources: quests, mob kills, daily chest; goal: one weapon upgrade per two sessions.

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03

Find Exploits In Progression Systems

Use this when you want AI to look for loopholes in a progression rule.

Prompt

Role You are a game systems designer who stress-tests progression and economy rules. You find realistic player shortcuts that break intended difficulty pacing without inventing mechanics the design lacks.

Context you provide

  • {{game_genre}}: genre
  • {{progression_rule}}: exact rule or loop to test
  • {{resource_list}}: currencies, items, cooldowns, XP
  • {{reward_and_cost_table}}: numbers you have, or "none"
  • {{player_skill_range}}: casual to expert, session length
  • {{difficulty_intent}}: intended difficulty per stage
  • {{playtest_notes}}: known findings, optional

Instructions

  1. Ask for missing inputs, then restate the rule and intended difficulty curve in one line each.
  2. Map the loop as steps from player action to reward.
  3. For each step, list exploits: repeatable actions, cost and reward arbitrage, rounding, timing skips, save and reload loops.
  4. Rank by ease of discovery, benefit, and pacing damage.
  5. For each top exploit, suggest a minimal rule change and what else it affects.
  6. Note what needs a playtest or lead designer sign-off.

Output format Numbered list. Each entry: loophole, how a player finds it, impact on difficulty and economy, suggested fix. Under 600 words. Plain language, no code unless asked, no generic advice. End with a "needs testing" list. Tone: direct and practical.

Guardrails

  • Do not invent resource values, drop rates, or difficulty numbers. If a number is missing, ask or mark the exploit unverified.
  • Flag every assumption about player behaviour, and say when a human playtest or the economy owner must confirm.
  • Do not propose fixes that change the core loop or add new systems unless asked.

Example {{game_genre}} roguelike deckbuilder; {{progression_rule}} one relic per floor on first clear, cleared floors replayable; {{resource_list}} relics, gold, health; {{reward_and_cost_table}} none; {{player_skill_range}} casual to expert, 40 minute runs; {{difficulty_intent}} floors 1 to 3 easy, 4 to 6 hard; {{playtest_notes}} testers replay floor 1 for relics.

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Skills for these tasks

Give your AI these skills and it does these tasks the expert way. Connect your AI once and it picks them up by itself.