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.