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.mdskills/game_dev/user/define-game-loop/SKILL.md
GitHubdefine-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.
- Ask about micro loop (action cycle) via
question→ STOP - Ask about reward mechanism via
question→ STOP - Ask about macro loop (full session flow) via
question→ STOP - Ask about failure state via
question→ STOP - Present summary for confirmation via
question→ STOP - 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:
- Micro loop — immediate repeatable actions (e.g., "Navigate → Scan → Eliminate")
- Reward mechanism — how player is rewarded in the loop?
- Macro loop — full session flow (Start → Engagement → Evaluate → Resolve)
- Failure state — what ends or resets the loop?
- 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