define-game-loop

Use when defining the core gameplay cycle for a new or refocused game — micro loop, macro loop, reward mechanism, and failure state.

SKILL.md

GitHub

define-game-loop

1. Template Binding

  • Output: {TARGET_FOLDER}/docs/game_loop.md
  • Logic: Two-stage extraction process building chronological loop spec from genre and ruleset.

2. Core Pattern: Two-Stage Extraction

Refine gameplay cycle from immediate actions to session-long flows.

CRITICAL: Interview the user BEFORE generating any spec via question tool.

Mandatory Interview Steps (SEQUENTIAL — ONE AT A TIME)

RULE: Ask ONE question group per turn. Wait for answer before proceeding.

  1. Ask about micro loop (action cycle) via question → STOP
  2. Ask about reward mechanism via question → STOP
  3. Ask about macro loop (full session flow) via question → STOP
  4. Ask about failure state via question → STOP
  5. Present summary for confirmation via question → STOP
  6. Generate game_loop.md
Phase Focus Artifact
Micro Loop Immediate, repeatable actions (e.g., "Navigate → Scan → Eliminate") Part of game_loop.md
Macro Loop Full session: Start → Engagement → Evaluate → Resolve Finalized game_loop.md

3. When to Use

  • Starting a new game project (first design skill), refining unfocused loop, validating failure state and repeatable cycle. Use bootstrap-game-project for refining existing specs; use dedicated skills for story/art/audio definition.

4. Quick Reference

Output: {TARGET_FOLDER}/docs/game_loop.md. Tool: question (one per turn).

Interview steps:

  1. Micro loop — immediate repeatable actions (e.g., "Navigate → Scan → Eliminate")
  2. Reward mechanism — how player is rewarded in the loop?
  3. Macro loop — full session flow (Start → Engagement → Evaluate → Resolve)
  4. Failure state — what ends or resets the loop?
  5. Summary confirmation → generate spec

Every loop needs clear entry points, exit conditions, and consequences.

5. Interaction Protocol

Every step MUST use the question tool. One question per turn.

Intercepts:

  • [Narrative Intercept]: Story/flavor text → "That is great narrative background, but right now we are establishing loops. What is the repeating gameplay loop while the player is interacting with that wizard?"
  • [Infinite Loop Intercept]: No failure/end state → "Every gameplay loop requires stakes. What is the direct failure trigger or resource depletion mechanic to prevent an infinite cycle?"

5. Quality Gates

  • Narrative Bleed: Use mechanical specs exclusively for game behavior (e.g., "Player HP increases by 10" instead of "The hero feels brave").
  • Missing State Changes: Define world/player status changes for every action.
  • Circular Logic: Ensure loops have clear entry points, exit conditions, and consequences.
  • Question Batching: One question per turn only.

6. Execution Command

Command: /define-game-loop