Agent skill

Core Loop Design

Use this skill for gameplay loops: "core loop", "gameplay loop", "progression system", "game economy", "feedback loop", "reward system", "engagement loop", "pacing". **Load references when:** - Detailed loop worksheet → `references/loop-worksheet.md` - Progression curves/patterns → `references/progression-templates.md` - Economy/resource design → `references/economy-design.md`

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npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/core-loop-design

SKILL.md

Core Loop Design

Frameworks for designing gameplay cycles that keep players engaged. The core loop is your game's heartbeat — players don't remember features, they remember how it felt to play.

Core Principle

Every game loop has three phases:

[ACTION] → [FEEDBACK] → [REWARD] → repeat

The loop must be: Satisfying (feels good), Clear (know what to do), Variable (not monotonous), Progressive (mastery visible).


Loop Hierarchy

Games have nested loops at different time scales:

Loop Duration Example
Micro Seconds Attack → Hit feedback → Damage
Core Minutes Clear room → XP → Level progress
Meta Hours Complete dungeon → New gear → Stronger
Session Play session Progress → Reason to return

Loops connect: Micro rewards → Core loop → Meta loop → Reason to continue.


Loop Patterns

Action Loop

[Find challenge] → [Attempt] → [Succeed/Fail] → [Learn]

  • Games: Platformers, action, skill-based
  • Key: Failure teaches, success feels earned

Collection Loop

[Explore] → [Discover item] → [Add to collection] → [Unlock new areas]

  • Games: Metroidvanias, adventure, collectathons
  • Key: Items must be meaningful

Combat Loop

[Encounter] → [Fight] → [Victory] → [Loot/XP] → [Get stronger]

  • Games: RPGs, action RPGs, roguelikes
  • Key: Power progression feels meaningful

Build Loop

[Gather resources] → [Craft/Build] → [Use creation] → [New opportunities]

  • Games: Survival, crafting, city builders
  • Key: Building has purpose and visible impact

Progression Types

Type Player Gains Feels Like
Vertical More power Getting stronger
Horizontal More options Getting versatile
Skill Player improves Getting better
Content Access to more Unlocking secrets

Progression Curves

  • Linear / — Steady, predictable, can feel grindy
  • Exponential early ╭─ — Fast start, good for onboarding
  • Stepped ─┐─┐ — Dramatic power spikes with plateaus

Economy Essentials

Sources and Sinks

[Sources] → Player inventory → [Sinks]
Enemies         ↕              Purchases
Exploration   Save/Load        Consumables
                               Upgrades

Balance rule: Sinks must match or exceed sources, or economy inflates.

Scarcity Creates Value

Control through: limited sources, time gating, location gating, skill gating.

Warning: Too much scarcity = frustration. Too little = meaninglessness.


Feedback Intensity

Match feedback to action significance:

Action Feedback
Basic attack Small sound/visual
Critical hit Big sound, camera shake
Level up Fanfare, UI celebration
Boss defeat Extended celebration

Checklist for each action:

  • Visual feedback exists
  • Audio feedback exists
  • Feedback is immediate
  • Intensity matches significance

Flow State Design

Players enter flow when challenge matches skill:

Challenge
   ↑     FLOW ZONE (between too hard/too easy)
   └────────────→ Skill

Prevent negative loops:

  • Death spiral: Fail → Lose resources → Harder → Fail again
    • Fix: Failure shouldn't compound difficulty
  • Grinding trap: Stuck → Grind → Trivialize content → Boredom
    • Fix: Skill should matter more than grinding

Session Design

Structure sessions: [Hook] → [Rising action] → [Peak] → [Cool down] → [Cliffhanger]

Design natural break points: after objectives, in safe zones, after story beats, before major challenges.

Target session length: _____ minutes

  • Loop cycles fit session
  • Progress feels meaningful
  • Natural stopping points exist

Related Skills

  • game-balance — Balancing loop rewards
  • player-psychology — Understanding engagement
  • replayability-engineering — Loops for replayable games

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