Core loop
Name the repeating intent → action → result → re-entry cycle players must feel.
Learning paths
Build readable player decisions: core loop, first-session teaching, meaningful choice, feedback timing, and fairness perception.
Ordered roadmap
Read each step in order. The connector note explains why the next topic follows.
Name the repeating intent → action → result → re-entry cycle players must feel.
Tell the loop that repeats in seconds apart from the one that repeats in sessions, or you'll fix the wrong one.
Rehearse the core loop early so the first sitting feels like a game, not a feature tour.
Force a tradeoff players can explain - not two buttons that feel the same.
Preview gain, cost, and downside before commit so bold forks teach instead of surprise.
Ask how one choice changes the next visible decision.
Players judge fairness by visible cause and effect, not spreadsheet evenness alone.
Turn floaty mobile actions into punchy interactions using hitstop, camera damping, and micro-dopamine feedback.
Marry simple single-finger core mechanics with deep RPG/talent meta loops to maximize mobile LTV.
Balance generator, porter logistics, and cashier sinks using exponential upgrade curves ($Cost = Base \times 1.15^N$).