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Skill · Version 1.0.0

Prototype playable game loops

Tests whether a game idea is enjoyable or understandable with a small playable loop. Defines the player's goal, feedback and success criteria before investing in a complete game.

game-design-prototyping

Agents using this skill

See how it helps

When is it useful?

Use when a new mechanic needs evidence before building extensive content or systems.

What does it help you do?

  • Describes player goals, actions, feedback and meaningful consequences.
  • Separates tuning configuration from runtime and saved progression.
  • Changes one uncertain variable and records confusion, failure and recovery.

Try asking this

Prototype a ten-minute exploration loop where light reveals hidden paths but consumes a limited resource. Include collecting light, choosing a route and returning safely. Observe whether players understand the trade-off, record confusion and test one tuning change before adding more enemies, art or progression systems.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

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Core Loops and Playable Design Experiments

Read the game brief, current mechanics, audience/session context and existing Unity tuning conventions. State the intended experience in player terms before proposing systems or content.

  • Describe goal, actions, feedback, constraints and the consequence of each meaningful choice. Separate a feature list from the repeatable loop the player actually performs.
  • Identify the riskiest design assumption and build the smallest complete playable loop that can challenge it. Use representative controls/feedback without prematurely building a content pipeline.
  • Define an observable acceptance scenario and the evidence that would support or reject the hypothesis. A designer's preference or a working spreadsheet is not a playtest result.
  • Use consistent feedback for important outcomes, calibrated by importance and motion/accessibility requirements. Extra shake, flashes or hit-stop are optional tools, not automatic improvements.
  • Keep configuration separate from mutable game/save state so tuning is repeatable and reversible. Preserve the current controller, assets and serialized references unless changing them is part of the task.
  • Evaluate interactions and failure/recovery paths, including confusion, invalid choices and repeated attempts. Iterate one uncertain design variable at a time.

Deliver the loop, prototype boundary, parameter set, observation plan and what remains unknown. Do not copy another game's authored content or claim fun/retention without actual evidence.

Reference: Jesse Schell's design lenses as conceptual prompts; this skill does not reproduce the book or its deck.

Included files 2

  • LICENSE.txt
  • SKILL.md