Define the core loop for each game.

Before we design anything, let's see how real game designers think about the repeating cycle at the heart of every game. Watch one or both of these together:

Video 1: What Makes a Good Game? — GMTK (8 min)

Mark Brown from Game Maker's Toolkit breaks down what makes games work — including how the core loop creates the rhythm of play. Great starting point for thinking like a designer.

Video 2: Stop and Think — Masahiro Sakurai (4 min)

The creator of Kirby and Super Smash Bros explains how every game has a loop of action and decision. Short and powerful.

Discussion after watching: What game from the videos had the clearest loop? Can you describe the loop of a game you play every day — what do you do over and over? What makes you want to do it again?

Every game has a repeating action cycle — the core loop. It's what the player does over and over. A good core loop creates tension, reward, and rhythm. Today we define the loop for each game on paper before any code is written.

Ami — Combat Risk Engine

Explore → Encounter → Battle → Gain XP → Bank or Risk → Repeat.

The player explores Manhattan, triggers encounters, wins or loses battles, gains XP, and must decide whether to bank (safe) or keep exploring (risky). The decision point — bank or risk — is what gives the loop its tension.

Ida — Economic Growth Engine

Accept Job → Buy Materials → Build → Earn Karma → Upgrade → Repeat.

The player accepts construction jobs, buys materials, completes builds, earns karma, and must decide whether to upgrade or take on debt. The decision point — upgrade safely or borrow to grow faster — is what gives the loop its tension.

Part 1: Play a game and find the loop

Pick one of these games and play for exactly 2 minutes. Then STOP and answer the questions below.

  • Option A: Play rock-paper-scissors with the other kid (10 rounds)
  • Option B: Play tic-tac-toe on paper (3 games)
  • Option C: Play any game on a phone/tablet for 2 minutes, then pause

After playing, answer on paper:

  1. What did you do over and over? (The actions)
  2. What was the rhythm? (How often did the loop repeat?)
  3. Where was the decision point? (When did you have to choose?)
  4. What made you want to play again? (The hook)

Part 2: Draw YOUR game's core loop

On a blank piece of paper, draw your game's loop as a circle with arrows. Use 4-6 steps. Every loop needs at least one decision point where the player chooses what to do next.

Pro tip: The best core loops fit on one index card. If you need more space, your loop is too complicated. Simplify until it fits.

  • Watch at least one game design video and discuss
  • Play a game and identify its core loop (Part 1)
  • Draw your core loop on paper as a circle diagram
  • Write the loop steps in order (4-6 steps max)
  • Identify where the decision point lives in your loop
  • Identify where risk lives in your loop
  • Explain your loop verbally to the instructor in under 30 seconds
  • Checkpoint

    Can you explain your core loop in under 30 seconds?

    No coding today. Design only. Do not open a code editor.

    Making the loop too complex — keep it to 5–6 steps.

    Forgetting where the decision point is — every loop needs a moment where the player chooses.

    Not identifying the risk moment — without risk, the loop has no tension.

    The hands-on activity is the most important part of this lesson. Playing a real game first, then analyzing it, builds the mental model for everything that follows. Don't skip it — even 2 minutes of rock-paper-scissors teaches the concept faster than any explanation.

    Let each child draw their loop independently first. Then compare. Ask: "Where does your loop get exciting?" and "What happens if you fail?" The goal is verbal fluency about their own system.

    If a child's loop has more than 6 steps, help them simplify. Ask: "Which of these steps happen every single time?" — those are the loop. Steps that only sometimes happen are branches, not the core loop.

    If one child finishes early, have them draw the OTHER kid's loop from memory. If they can't, the explanation wasn't clear enough yet — that's good feedback.

    Looking ahead: Tomorrow we add RISK to this loop — what happens when the player can lose? A loop without consequences is just a treadmill.