Define the core loop for each game.

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.

  • Draw your core loop on paper
  • Write the loop steps in order
  • Identify where risk lives in your loop
  • Explain your loop verbally to the instructor
  • 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.

    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.