game-design-corelisted
Install: claude install-skill ismael-joffroy-chandoutis/claude-skills-public
# Game Design Core
## Triggers
- game design
- core loop
- game feel
- player motivation
- game mechanics
- meaningful choice
- progression system
- game economy
- game balance
- playtesting
- GDD
- game document
- fun factor
- engagement
- flow state
- risk reward
- player agency
- juice
- game polish
- 8 kinds of fun
- bartle types
- MDA framework
## Patterns
### The 30/30/30 Loop Design
Design three nested loops that create engagement at second, minute, and hour timescales
Starting any game design, evaluating if core loop is solid
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# Every game needs three interlocking loops:
## 30-SECOND LOOP (Micro)
The second-to-second experience. Must be inherently satisfying.
- Doom: shoot-kill-move
- Mario: run-jump-land
- Tetris: rotate-place-clear
- Hades: attack-dash-attack
TEST: Is this action fun with no goals, no progression, no rewards?
If not, no amount of meta-game will save it.
## 30-MINUTE LOOP (Meso)
The session structure. Creates rhythm and natural break points.
- Roguelikes: run-death-restart
- Match-3: level-reward-next
- Shooters: mission-loadout-mission
- MOBAs: match-results-queue
TEST: Do players naturally pause here? Is there a "just one more" hook?
## 30-HOUR LOOP (Macro)
The long-term progression. Creates goals and mastery.
- Unlocks, upgrades, new abilities
- Narrative progression
- Skill development and rankings
- Collection and completion
TEST: Is there always something to work toward? Does mastery feel earned?
# The magic happens when loop