Core Gameplay Loop Builder: Draw a Game Loop Diagram
Start from a genre preset or your own idea, name the main action, the reward and what the reward is spent on, and the builder draws your core gameplay loop as a diagram. Add a meta loop for what ends a session and what carries over, edit any label on the result, and download it as SVG or PNG or copy it as markdown with a Mermaid chart.
How to use it
- Choose a genre preset, or Custom, and press Next.
- For the Main action, Reward and Reward is spent on, pick a suggestion or type your own, then press Next.
- Tick Add a meta loop around the core loop to add what ends a session and what carries over, then press Draw loop.
- Edit any label under the diagram, or press Shuffle stages to try other suggestions for the preset.
- Press Download SVG, Download PNG, or Copy as markdown.
What a core gameplay loop is
The core loop is the short cycle a player repeats for most of the game: do the main action, get a reward, spend the reward, and come back to the action a little stronger or with a new option. In a roguelike that might be fight through a room, collect gold, buy an item, fight the next room.
The test of a loop is whether it closes. Spending the reward has to change the next round of the main action. If upgrades only make a number bigger without changing what the player does or faces, players feel the loop flatten. If the reward can't be spent on anything that matters, the loop is broken at that arrow.
Core loop examples by genre
Roguelike: fight through rooms, collect gold and upgrade choices, and stack them into a build that changes how the next fight plays. The run ends on death, and the meta loop unlocks new characters or items for the next run.
Survival crafting: gather materials, craft better tools and build the base, which lets you travel farther and gather rarer materials. Night or a day cycle often ends the session, and new recipes carry over.
Farming sim: plant and harvest, sell crops for money, and spend it on seeds, tools and land. Each day ends when you sleep, and the farm and friendships grow across seasons.
Tower defense: place towers, earn gold for each enemy defeated, and spend it on more or stronger towers before the next wave. A map is won or lost, and new towers and maps unlock between maps.
Idle or incremental: generators produce currency, currency buys more generators and multipliers, and production speeds up. A prestige reset ends a session and grants a currency that makes every later run faster.
Deckbuilder: play cards in a battle, choose a new card or relic as the reward, and shape the deck so the next battle plays differently. The run ends at the boss or a loss, and new cards or characters unlock over time.
Core loop and meta loop
The meta loop sits around the core loop and runs on a longer timescale: a run, a day, a match or a level. It answers two questions: what ends a session, and what does the player keep for the next one. A good meta loop gives a reason to start another session without replacing the fun of the core loop.
Keep the core loop to three or four stages when you prototype it. If you need more boxes to explain it, you are probably describing two loops, and one of them belongs in the meta loop.
Frequently asked questions
What is a core gameplay loop?
What is the difference between a core loop and a meta loop?
Can I use the diagram in my game design document or pitch?
Is the core loop builder free?
How many stages should a core loop have?
More free game dev tools
- Game Mechanic Generator: Random game mechanics built from a player verb, a rule and a resource or limit.
- Game Design Document Generator: Fill in four short steps and download a one-page GDD as Markdown.
- Roguelike Upgrade Generator: A pool of roguelike upgrades with rarities, numbers, stacking rules and synergy tags.