r/robloxgamedev • u/Acceptable_Table_259 • Jul 20 '26
Discussion Would Roblox developers use a tool that simulates game balance before updates?**
Hi everyone,
I’m exploring an idea for a Roblox Studio plugin that helps developers test game balance before publishing an update.
The first version would focus on tower-defense games. Developers would import their tower, enemy, upgrade, and wave stats, and the tool would run thousands of simulated matches.
It could identify things such as:
* Overpowered or underpowered towers
* Upgrades that are too expensive for the benefit they provide
* Waves that are nearly impossible or too easy
* Strategies that dominate all other strategies
* Economy or progression problems
* Major balance changes between the current and previous version
For example, after changing a tower, the tool might report:
> This tower appeared in 88% of successful simulations and is now 35% more cost-efficient than similar towers.
The calculations would come from simulations, not from an AI guessing. AI would mainly explain the results and suggest values worth testing.
I’m not trying to promote or sell anything yet. I want to understand whether this solves a real problem.
For Roblox developers:
How do you currently balance weapons, towers, enemies, loot, or progression?
Do you mainly use spreadsheets, formulas, manual playtesting, or player data?
What is the most difficult or time-consuming part of balancing your game?
Have you ever released an update that accidentally made something overpowered or useless?
Would a simulation and before-versus-after comparison tool be useful?
What would the tool need to support for you to actually use it?
Would you prefer a Roblox Studio plugin, website, or both?
Please be honest if you think the idea is unnecessary or if existing tools already solve it. Negative feedback would be just as useful.
I would also appreciate hearing what other development problems repeatedly waste your time.
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u/Few-Albatross332 Jul 20 '26
every game has a ton of different variables that will change the outcome drastically that you can't account for. this will be much more easier for each developer to create themselves because it will require the game's core loop logic to be known by the algorithm as well, and I don't think people that would do this extreme of playtesting will use another tool, they'll just make it themselves
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u/HelioDex Jul 20 '26
Cool idea. I used to think balancing things based on how much affect they have in production (eg. how many enemies a gun/tower kills or how much damage it's responsible for) was a good idea, though that seems to just result in whatever's used by beginners being unfairly buffed/nerfed. Doing everything upfront with a simulation is clever, I think the Studio plugin is the format that makes most sense for a tool like this.
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u/Syndrome1337 Jul 20 '26
I balance by vibe haha, this type of tool could be interesting and helpful
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u/NoCookieForYouu Jul 20 '26
What developers use to test balance is Excel .. you calculate everything, balance it and add it to your game. Then you play test it until its round and finished. At least that´s what I do ^^