Game Loop & Progression -- Design Translation Patterns
Prerequisite skills:unity-state-machines(session FSM),unity-game-architecture(events, Service Locator, bootstrap),unity-data-driven(SO configs for difficulty/pacing)
Claude's most common gameplay failure mode is building features in isolation without a unifying loop structure. It will create movement, inventory, combat, and crafting systems that all work independently but never form a cohesive game. The result is a play
[Description truncada. Veja o README completo no GitHub.]