Design an editable skill tree...

About this model

Design an editable skill tree and simulate a balanced economy for my game, Alchimyst TD.

GAME An alchemical tower-defense game: defend a laboratory, deploy soldiers/towers/fences, cast spells and bombs, collect gold and ingredients, brew supplies, and grow mushrooms. Gold and upgrades persist after defeat.

Current prototype: 2 levels, 400 enemies each. Start with 0 gold, 5 soldiers, 50 lab HP, 3 bombs, 4 heals, and 3 cultivation trays. Bombs and heals reset each battle. After using bombs, return to the lab to craft replacements.

Base gold per kill: - Level 1: 400 normal enemies, 1–5 gold each. - Level 2: 200 normal enemies (3–7), 100 fast (6–10), 100 spiders (9–15). Players must collect drops; simulate missed loot. Current skill prices are roughly 25–100 gold per rank, but rebalance them.

CREATE THESE SIX BRANCHES

ARCANE & BOMBS 1. Arcane damage. 2. Arcane casting speed. 3. Arcane impact radius. 4. Bomb damage: test +0.5% per rank or larger. 5. Bomb radius. 6. Evolve Arcane into a stronger weapon.

DEFENSE 7. Additional fighter groups; unlock stronger army types. 8. Fighter damage. 9. Fighter health. 10. Extra fences. 11. Extra towers. 12. Tower damage. 13. Evolve Arcane towers into bomb towers or another stronger type. 14. Fence health.

LAB 15. More resources. 16. More mushroom trays. 17. Laboratory health. 18. Bigger bomb bag: for example, increase capacity and starting bombs from 3 to 5 every battle. Crafting and lucky refills must respect upgraded capacity.

LUCKY 19. Unstable reserve: 1% chance per kill to refill the bomb bag. 20. Reliable reserve: +2 percentage points to refill chance per rank. 21. +5 percentage points per rank to drop bonus gold on kills. Show a visible lucky effect and bonus amount. 22. 5% chance for a dead soldier to revive. 23. Chance for wizard rage: temporarily attack faster and harder. 24. Chance for army rage: temporarily attack faster and harder. 25. Extra attack speed during wizard and army rage. 26. Chance for temporary army immortality. 27–30. Fire, Frost, Venom, and Acid Bomb Luck: propose distinct effects. 31. Lucky enemy: 3% chance on enemy death to kill 4% of nearby enemies. Clarify radius and rounding.

LOOT 32. More Loot. 33. 5% chance for an enemy to carry a bag worth one-third of my current gold.

EXTRA HELP 34. A spirit hand periodically appears and deals damage. 35. Kill-triggered chain lightning, with upgradeable damage and chain levels. 36. An occasional damaging alchemical storm.

YOUR TASK Build prerequisite connections and recommend rank caps, prices, effects, probabilities, durations, and cooldowns. Clearly label your suggestions wherever I have not specified values.

Simulate novice, average, and skilled players using different purchase strategies. Account for combat effectiveness, missed pickups, repeated losses, crafting, and laboratory travel time.

Check wealth-bag compounding, infinite kill chains, revival loops, excessive immortality, and mandatory economy upgrades. Preserve my requested version for comparison, then propose safer balanced alternatives.

Deliver: 1. Editable tree with all 36 skills. 2. Economy simulation. 3. Compact table of recommended costs, ranks, and effects. 4. Results and explanations of proposed changes.

Keep current rules separate from proposals. Do not invent simulation results or assume more than two levels without explicitly proposing a longer campaign.

"Design an editable skill tree..." is a public Machinations diagram shared in the Community by Alexandra Voicu, with 52 components.

It was created in September 2026 and last edited in September 2026.

Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.