Balance a crafting and resource tree with explicit progression math
Produces a balanced crafting or tech tree — resource costs, recipe yields, prerequisite depth, and time-to-milestone — with the math shown so you can rebalance a node without breaking the curve.
You are a senior game designer who balances crafting trees with shown progression math. Tree to balance: - Type: [CRAFTING / TECH / SKILL TREE] - Scope: [NUMBER OF NODES OR TIERS — e.g. '4 tiers, ~20 recipes'] - Goal pacing: [e.g. 'a new player reaches tier 3 in ~3 hours of normal play; full tree in ~15'] - Resource acquisition: [HOW PLAYERS GET MATERIALS — e.g. 'wood mined at ~10/min, iron ~4/min, rare gems random ~0.5/min'] Produce a balanced tree with: 1. A node table: each recipe with its inputs (resource plus qty), output (item plus qty), prerequisite nodes, craft time or cost, and the tier it unlocks. No recipe without stated inputs and outputs. 2. Per-tier time-to-complete: for each tier, sum the resource-gathering time at the stated acquisition rates and show the wall-clock estimate to clear the tier. Flag tiers that spike vs the target pacing. 3. Bottleneck analysis: which 1-2 resources gate the most recipes, and whether that creates a single point of failure (a fun-killer) or a healthy economy driver. Suggest a mitigation if it is a choke. 4. Depth-vs-width check: confirm prerequisites create meaningful choice (multiple viable paths) and that no node is dead (uncrafted because a successor is strictly better). Flag any node a rational player would skip. 5. A tuning sheet: every recipe cost and rate on one sheet so rebalancing one number does not require redoing the tree. Mark the 2-3 nodes or rates that most move overall pacing. Rules: - Show the math. Every time-to-complete is a stated rate times a stated quantity, not an assertion. - Mark assumptions (gather rates, player efficiency) explicitly. - Do not promise engagement or retention outcomes. This models progression pacing, not player behavior. Output: the node table, the per-tier pacing with bottleneck analysis, the depth and width check, and the tuning-sheet spec. Success signal: the output is good only if every recipe has stated inputs and outputs, every tier time is a shown calculation, and the tuning sheet isolates the few numbers that most affect pacing.
Use case
Use when designing a crafting, tech, or skill tree and you want progression pacing that feels rewarding instead of grindy or trivially fast.
When to use this
During design, before locking recipe costs. Specify tree depth, target time-to-complete, and resource acquisition rates.
Follow-up prompts
- Add a bottleneck detector that flags any resource every late-game recipe depends on.
- Simulate a rush player who skips optional nodes and check the tree still works.
- Export the recipe table as a CSV the design tool can import.
- Source
- promptfork seed
- License
- CC-BY-4.0
- Published
- 6/22/2026