core-loop-design
Skill105 starsChanged 8 months agoMITView on GitHub
Define the primary player activity loop and the support loops that sustain mastery, variety, and progression.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
- 2d-animation-pipelineSkill
- 3d-animation-pipelineSkill
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- ai-asset-generationSkill
- art-bibleSkill
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- liveops-designSkill
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- onboarding-tutorial-designSkill
- procgen-designSkill
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- quest-designSkill
- ai-behavior-patternsSkill
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- tools-pipeline-patternsSkill
- ui-hud-patternsSkill
- godot-3d-scenesSkill
- godot-build-releaseSkill
- godot-csharp-patternsSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 28
test whether the loop fits the intended session length and mastery curve
- Distinctive: line 60
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 61
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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
- gdd
- plan
- onboarding
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.
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Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

