Example Game: Slither.io. I can get embarrassingly sidetracked playing Slither.io because it’s addictively simple and challenging, but it’s also interestingly almost pure loop architecture. No cutscenes, no levels (at first glance), no story, no ending–nothing is really an arc. Everything is a loop: just a fast core loop (steer, eat pellets, grow) nested inside a slower loop (grow huge, die, restart). It has a as a clear skill chain: you learn to steer/navigate, then to boost, then how one dies, and only then hierarchical skills: only after mastering both steering and boosting can one do the compound skill of cutting off and encircling other snakes.
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