game-loop-design

Designs core loops, meta-loops, and progression systems into a playable first-slice story map.

Updated Aug 4, 2026
One-click install
npx skills add https://github.com/rombel00/game-processes --skill game-loop-design-rombel00
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-loop-design
Source: https://github.com/rombel00/game-processes/tree/main/plugins/product-definition/skills/game-loop-design
Command: npx skills add https://github.com/rombel00/game-processes --skill game-loop-design-rombel00

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Linear user-story maps break down for games because a game is a repeating cycle, not a path from A to B. This Skill structures game design around the core loop, meta-loop, and progression so the first playable slice is a complete, testable cycle rather than a set of demo screens. ## Core Features & Use Cases - Three-Level Loop Design: Decomposes the game into core loop (per-minute actions), meta-loop (between-session retention), and progression, each with playtest-verifiable readiness criteria. - First Slice Definition: Produces a walking-skeleton first release with an end-to-end flow confirmed by the owner, explicit content quantities, and a documented exclusion list. - Tabletop Adaptation Layer: Guides digitizing board games via a references document covering automate/simplify/replace decisions and the digital player-composition question. - Use Case: Given a game brief for a card battler, produce a story_map artifact with GL/ML/PR-tagged loop elements, playtest readiness criteria, and a confirmed first-slice flow ready for the story-map-review gate. ## Quick Start Use the game-loop-design skill to turn my game brief into a core loop, meta-loop, and first playable slice with playtest criteria.

Frequently Asked Questions about game-loop-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a core loop for a video game?▼

Define the repeating cycle of trigger, action, result, and re-trigger that the player performs every few seconds or minutes. Then attach a meta-loop for between-session retention and a progression layer, giving each element a playtest-verifiable readiness criterion.

What is the difference between a core loop and a meta-loop in game design?▼

The core loop is what the player does every few seconds or minutes during a session, such as draw, play, resolve. The meta-loop answers why the player returns tomorrow, covering rewards, progress, and reasons to start the next session.

How do I adapt a board game into a digital game?▼

Classify every original mechanic as automated, simplified, or replaced, with no mechanic silently dropped. Separately define the digital player composition: AI opponents, matchmaking lobby, or hotseat, since opponents are free at a physical table but costly in software.

Does this approach work for narrative or puzzle games without loops?▼

Yes. For story-driven or authored-level games, the slice unit becomes a scene, chapter, or level instead of a loop element, and the meta-loop can be marked N/A with justification. An unjustified empty meta-loop is still flagged at review.

What makes a good playtest readiness criterion for a game feature?▼

A good criterion names an observable fact from a playtest, such as no player skipping a phase across ten sessions, not a general impression like it feels fun. Criteria about onboarding or readability must also specify tester composition, including first-time players.