Game design and the core loop

Play this lesson

More is not more fun

When Kai and Remy first vibe coded Hyper Shards, they kept asking the AI for more: more ships, more weapons, more menus. The game got bigger, but it did not get more fun.

Fun does not come from the number of features. It comes from the thing players do over and over, and how good that feels. Game designers start there, so this lesson does too.

Mechanics and the core loop

A mechanic is one action the rules let a player do: move, shoot, plant, collect. The core loop is the small set of mechanics a player repeats again and again, often every half a minute or so. Players might spend hours inside it, so it has to feel good every single time.

True story: Tetris

In 1984, Alexey Pajitnov, a computer engineer at the Academy of Sciences in Moscow, made a game inspired by Pentominos, his favourite puzzle board game. Its first version ran in a single colour on an Electronika 60 computer.

Seven pieces, each made of four squares, fall from the top, and the player arranges them as they fall. Pajitnov called it Tetris. Vadim Gerasimov, a 16-year-old student who helped make the PC version, later wrote that it was "playable and addictive even in that form."

No art, no story, no upgrades: one core loop that feels good every time.

Source: Vadim Gerasimov: Tetris story, vadim.oversigma.com

Quick check

What is Garden Defense's core loop?

  1. Plant, defend, earn, grow
  2. Open the menu, change the settings, close the menu
  3. Download, install, play once
Show the answer

Plant, defend, earn, grow

The core loop is what players do over and over during play. Menus and installing happen once in a while, they are not the loop.

Each step feeds the next

In a strong loop, every step gives you something for the next one. In Hyper Shards, shards pay for upgrades, upgrades help you blast more aliens, and more aliens drop more shards. That chain is what makes players say "just one more wave".

Good loops also hold small choices. A shard that drops right next to an alien is worth grabbing, but you have to fly into danger to get it. Risk and reward choices like this keep the same loop interesting for hours.

Loops inside loops

Games have loops of different sizes, one inside another, each with its own goals.

Quick check

In a good core loop, each step gives you something you need for the next step.

Show the answer

True

Shards pay for upgrades, upgrades help you blast aliens, aliens drop shards. When every step feeds the next, players always know why they are playing.

Scope and the MVP

Scope is how big a project is: how many features, levels and characters it has. Bigger scope means more time to build, test and fix.

An MVP (minimum viable product) is the smallest version of a game that is still fun. For Hyper Shards: one ship, one alien type and waves that get faster, drawn as plain coloured shapes. Designers call this a grey box prototype. If plain shapes are fun, the loop works. If they are not, art and extra levels will not save it.

Cutting features

Every feature costs time to build, time to test, and time to fix for as long as the game exists. So studios ask one question about each idea: does it make the core loop better?

If yes, it goes on the plan. If not, it goes on a "maybe later" list. Professional studios cut features all the time, sometimes after months of work. Cutting is not giving up. It is how a small team actually finishes a game.

Cut or keep

Kai, in the studio chat
Ideas for the Hyper Shards MVP: 1) a chat room for players, 2) a dash that dodges through bullets, 3) a pet hamster in the cockpit, 4) a story mode with 40 cutscenes.

The MVP should be ready in two weeks. Which idea should stay in?

  1. Idea 2: the dash
  2. Idea 1: the chat room
  3. Idea 3: the hamster
  4. Idea 4: the story mode
Show the answer

Idea 2: the dash

The dash makes the dodge part of the core loop better. A chat room adds safety and moderation work, the story mode is huge, and the hamster does not touch the loop. They go on the maybe-later list.

A one-page design

Studios write their decisions down so the whole team, and the AI, builds the same game. A short design document covers four things:

Bolt says: Paste the one-page design into your prompt when you ask Claude Opus 5.5 for a feature, so the AI knows what the game is for. Next lesson: level design, turning the core loop into waves and maps worth playing.

Fact-checked 11 October 2026