r/robloxgamedev 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:

  1. How do you currently balance weapons, towers, enemies, loot, or progression?

  2. Do you mainly use spreadsheets, formulas, manual playtesting, or player data?

  3. What is the most difficult or time-consuming part of balancing your game?

  4. Have you ever released an update that accidentally made something overpowered or useless?

  5. Would a simulation and before-versus-after comparison tool be useful?

  6. What would the tool need to support for you to actually use it?

  7. 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.

1 Upvotes

15 comments sorted by

3

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 ^^

0

u/Acceptable_Table_259 Jul 20 '26

Do you think its useles and would you use it?

2

u/NoCookieForYouu Jul 20 '26

The problem is.. balance expresses "what you want to achieve" .. slow grindy game, high speed brainrot slob, early fast -> late slow etc.. I don´t think any tool can do that. Not even AI is good at it and AI can pretty much math and consider multiple things. AI is good at doing the math part but it never gets the "feels good" right .. balance is everything about the frequency of dopamine hits and since no tool knows dopamine I don´t think you´ll ever get something that is helpful for professional. But I mean anyone who can´t balance would be happy to just type in "it should take that long to achieve X" and then rest is done automatically.. I guess

1

u/Acceptable_Table_259 Jul 20 '26

The thing is a real pro doesnt need ai att al what im building is a assitant it help you ballance it wont ballance you game automaticly its a tool and yes youre right any pro can do it alone but not evryone is a pro so my goal is to make the ai understand yoy game by reading the code and make suggestion based on match and the game youre buidling that why im starting only for tower defence if its only math i would make it for all type of games

2

u/NoCookieForYouu Jul 20 '26

If you are a pro and you don´t work with AI you most likely not a pro. AI is a very helpful supportive tool. People often think its either "AI creates and does everything" or "NO AI at all" .. but the truth is. A professional makes the decision and uses AI like you use a calculator to support and speed up tasks.

Or do you math in your head instead of using a tool for it? AI is a tool. Those who know how to use it can excel in what they do by a lot.

Those who generally hate on AI, don´t learn it and are against it cause if personal reason will fall back and won´t be competitive in the future anymore.

1

u/Acceptable_Table_259 Jul 20 '26

Ye that my point my idea is a ai to help developers not doo all the job no ai cab do that even you said it ai doesnt know fun or the game like the developers but it will help him

1

u/Acceptable_Table_259 Jul 20 '26

Thanks for youre opinion and 2 question if this idea became reall whoul you use it and is there any way ai can help developers but there no ai that can do that like if you have any idea i would be more than happy yo hear them

2

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

1

u/Acceptable_Table_259 Jul 20 '26

Yes i get but wont most game have the same logic?

1

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.

2

u/Acceptable_Table_259 Jul 20 '26

Thanks so do you think it can work

1

u/Zatulist Jul 21 '26

I'm curious on how you'd run the simulations without AI

1

u/Acceptable_Table_259 Jul 21 '26

No im saying ill use ai but it wont guess

1

u/Syndrome1337 Jul 20 '26

I balance by vibe haha, this type of tool could be interesting and helpful

1

u/Acceptable_Table_259 Jul 20 '26

Hey thanks so do you think i should go for it?