| name | core-loop-design |
| description | Define the primary player activity loop and the support loops that sustain mastery, variety, and progression. |
| origin | everything-game-dev-code |
| category | design |
Core Loop Design
Purpose
Define the primary player activity loop and the support loops that sustain mastery, variety, and progression.
Use When
- a concept needs gameplay structure
- the current loop feels unfocused
- new systems risk diluting the core fantasy
Inputs
- product pillars
- target audience
- competitive references
- session and progression goals
Process
- state what the player repeatedly does and why it is satisfying
- map supporting loops that reinforce the core loop
- identify inputs, feedback, rewards, and failure points
- test whether the loop fits the intended session length and mastery curve
- cut systems that do not serve the loop
Outputs
- core loop definition
- support loop map
- design constraints
- candidate tutorial beats
Quality Bar
- the loop is expressible as a closed cycle of player actions, rewards, and re-entry motivation
- each loop step names the player verb, the feedback, and a duration target
- supporting loops (session, progression, economy) are explicitly connected to the core loop
- the loop is testable in a gray-box build without final art
Common Failure Modes
- loops that depend on content volume instead of repeatable mechanics
- reward steps without a defined re-entry hook back into the loop
- a core loop tuned only on paper, never validated in a playable slice
- conflating the core loop with the meta progression that wraps it
Related Agents
- systems-designer
- gdd-designer
- level-designer
Related Commands
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.