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Game Loop

A hand-curated game design theory reference — loops, MDA, frameworks, balance, player types and exercises

Unify Dynamics LLC

Tools8read-only
Sign-inNoneno account, no key
Data keptNoneprocessed in memory
PriceFreeoptional Pro limits
StatusLiveMCP + REST
Works withMCP · RESTany agent

Try asking

Real questions, and the tools your agent calls to answer them.

What's a core game loop?
Tools called
concept_info
Explain the MDA framework
Tools called
framework_explainer
What does 'power creep' mean?
Tools called
term_glossary
Give me a tip for balancing catch-up mechanics
Tools called
balance_tip
What motivates a Bartle Explorer player?
Tools called
player_motivation_type
Give me an exercise to practice level design
Tools called
design_exercise
What do you cover?
Tools called
category_list
What should a beginner game designer know?
Tools called
beginner_tips

About

Gameloop is a fully local, hand-curated general game design theory reference. concept_info explains a core concept in full — core game loops, mechanics vs. dynamics vs. aesthetics, level design basics, game balance, feedback loops, difficulty curves, player motivation, onboarding, game feel, emergent vs. scripted content, risk vs. reward, pacing, economy design and replayability. framework_explainer covers 9 named theories and models (MDA, flow theory, Bartle's taxonomy, self-determination theory, the elemental tetrad, the three Cs, the Kano model, operant conditioning/variable reward schedules, and the onboarding funnel) with who proposed each, its core idea, how it's used, and its limitations. term_glossary defines 50+ design terms. balance_tip gives a practical tip for a named balance topic. player_motivation_type explains one of Bartle's four player types (Achiever, Explorer, Socializer, Killer). design_exercise gives a small practical exercise for a stated topic. category_list shows every content domain with its count. beginner_tips gives a ranked shortlist of tips for people new to game design. Keyless; fully local; zero upstream calls; nothing stored.

Sources: Hand-curated original explanations of established, publicly documented game design theory as of build date; fully local, zero upstream calls

Privacy

The publisher, Unify Dynamics LLC, states that tool inputs are processed in memory and not retained.

Data not collectedNo account, no profile, no stored prompts or results.

What it can do

8 tools, grouped by job. Every one is read-only or compute-only.

OpenAPI
Core Theory3 tools
  • Concept infoFull detail on one core game design concept: category, a plain-language summary, several detailed explanatory points, and generic examples.
  • Framework explainerExplains one named, publicly documented game design framework or psychological theory as applied to games: who proposed it, its origin, its core…
  • Term glossaryDefinitions of common game design terms — juice, dominant strategy, rubber-banding, tempo, frame data, metagame, power creep, and more.
Balance & Motivation2 tools
  • Balance tipA practical tip for one game balance topic: the tip itself, why it matters, and a generic example.
  • Player motivation typeExplains one of Richard Bartle's four player motivation types (Achiever, Explorer, Socializer, Killer): what they enjoy, design hooks that appeal…
Practice2 tools
  • Design exerciseA small, practical exercise/prompt for an aspiring game designer on a stated topic, with a time estimate and the skills it practices.
  • Beginner tipsA curated, ranked shortlist of the most essential tips for someone new to game design, most essential first.
Reference1 tools
  • Category listEvery content domain this reference covers (concepts, frameworks, glossary terms, balance topics, player motivation types, design exercises,…

Information

PublisherUnify Dynamics LLC
CategoryEducation & reference · Games & entertainment
LanguagesEnglish
Built forGlobal
CompatibilityAny MCP client · any agent · REST
Version0.1.0
MCP endpointhttps://gameloop.connectorbay.com/mcp
REST APIopenapi.json
SupportGet help · Status
CountryWorldwide

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Documentation

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Gameloop — connector documentation

  • MCP endpoint: https://gameloop.connectorbay.com/mcp
  • REST API: POST https://gameloop.connectorbay.com/v1/tools/{tool_name}, described by the OpenAPI 3.1 spec at https://gameloop.connectorbay.com/openapi.json
  • Transport: Streamable HTTP, stateless, MCP specification 2025-06-18 or later
  • Authentication: none required. An optional Authorization: Bearer <key> raises rate limits.
  • Health: https://gameloop.connectorbay.com/health · Tool schemas: https://gameloop.connectorbay.com/tools.json
  • Publisher: Unify Dynamics LLC · connectorbay.com/gameloop · agent@connectorbay.com

What Gameloop is for

A hand-curated game design theory reference — loops, MDA, frameworks, balance, player types and exercises.

What it does

Gameloop is a fully local, hand-curated general game design theory reference. concept_info explains a core concept in full — core game loops, mechanics vs. dynamics vs. aesthetics, level design basics, game balance, feedback loops, difficulty curves, player motivation, onboarding, game feel, emergent vs. scripted content, risk vs. reward, pacing, economy design and replayability. framework_explainer covers 9 named theories and models (MDA, flow theory, Bartle's taxonomy, self-determination theory, the elemental tetrad, the three Cs, the Kano model, operant conditioning/variable reward schedules, and the onboarding funnel) with who proposed each, its core idea, how it's used, and its limitations. term_glossary defines 50+ design terms. balance_tip gives a practical tip for a named balance topic. player_motivation_type explains one of Bartle's four player types (Achiever, Explorer, Socializer, Killer). design_exercise gives a small practical exercise for a stated topic. category_list shows every content domain with its count. beginner_tips gives a ranked shortlist of tips for people new to game design. Keyless; fully local; zero upstream calls; nothing stored.

What it is not

Not an official product of, or affiliated with, any brand, league, publisher, or organization it may factually mention. Gameloop is a hand-curated reference and design tool, not a substitute for an official rulebook, certified instruction, or professional advice. Fully local, zero upstream calls, nothing stored.

Tools

Core Theory

concept_info — Full detail on one core game design concept: category, a plain-language summary, several detailed explanatory points, and generic examples. Use for "what's a core game loop", "explain mechanics vs dynamics vs aesthetics", "what makes a good difficulty curve". Args: name.

framework_explainer — Explains one named, publicly documented game design framework or psychological theory as applied to games: who proposed it, its origin, its core idea, how designers use it, and its known limitations. Use for "what's flow theory", "who came up with the MDA framework", "explain the elemental tetrad". Args: name.

term_glossary — Definitions of common game design terms — juice, dominant strategy, rubber-banding, tempo, frame data, metagame, power creep, and more. Use for "what does 'tempo' mean", "define power creep". Args: term.

Balance & Motivation

balance_tip — A practical tip for one game balance topic: the tip itself, why it matters, and a generic example. Use for "how do I balance asymmetric factions", "tip for preventing power creep", "how do I stop one player from snowballing". Args: topic.

player_motivation_type — Explains one of Richard Bartle's four player motivation types (Achiever, Explorer, Socializer, Killer): what they enjoy, design hooks that appeal to them, and common design pitfalls that alienate them. Omit name to get all four. Use for "what's a Bartle Killer type", "what motivates an Explorer player". Args: name.

Practice

design_exercise — A small, practical exercise/prompt for an aspiring game designer on a stated topic, with a time estimate and the skills it practices. Use for "give me an exercise to practice level design", "how can I practice game balance". Args: topic.

beginner_tips — A curated, ranked shortlist of the most essential tips for someone new to game design, most essential first. Use for "what should a beginner game designer know", "give me tips for getting started in game design". Args: count.

Reference

category_list — Every content domain this reference covers (concepts, frameworks, glossary terms, balance topics, player motivation types, design exercises, beginner tips) with how many entries each has. Use for "what do you cover", "how many frameworks do you know".

Conventions

  • Read-only. Every tool reads public data or computes; nothing is written anywhere and nothing about the user is stored.
  • Result envelope. ok: true with data, or ok: false with a structured error (bad_input, not_found, upstream_error). degraded lists optional sources that were unreachable.
  • Rate limits. Free tier 60 tool calls/minute and 300/day per user (keyed on the user identifier supplied by the host agent, else client IP); Pro keys raise this. Over-limit calls return HTTP 429 with Retry-After. initialize and tools/list are never counted.

Support

agent@connectorbay.com · connectorbay.com/gameloop/support

Privacy policy

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Gameloop — Privacy Policy

Effective 25 September 2026. Unify Dynamics LLC ("we", "us"), Menlo Park, California.

What Gameloop is. Gameloop is a connector (an MCP server and REST API) that AI assistants and personal agents call on your behalf for a hand-curated game design theory reference — loops, MDA, frameworks, balance, player types and exercises. You interact with your assistant; the assistant sends us only the arguments needed for that one lookup.

What we receive. The arguments of each tool call, the technical headers needed to serve the request (an IP address or a client identifier supplied by the assistant, and a Pro API key if you have one), and standard server logs.

Everything is answered from a bundled, hand-curated reference file and nothing is stored. No request is forwarded to any third party — there is no upstream call at all, live or otherwise — and no query is logged in request bodies, recorded, or used to train anything.

What we do not receive or store. We do not receive your conversation with the assistant or your name, and we do not build a profile from your queries: each request is answered independently and nothing carries over between requests. Rate-limit counters (a client identifier and timestamps) are held in memory for at most 24 hours. Hosting-provider access logs, which contain IP addresses and request paths but not request bodies, are retained for up to 30 days for security and abuse prevention.

Sub-processors. None — the entire dataset is bundled with the server and answered locally. Hosting: Vercel (United States regions).

Legal bases and your rights. Our processing is necessary to provide the service you request through your assistant. Because we store no personal data beyond short-lived logs, requests to access, correct or delete personal data are usually satisfied automatically; you can still contact agent@connectorbay.com and we will respond within 30 days. We do not sell or share personal information and do not use your data to train models.

Children. Gameloop is a general-audience service operated by the adult using the assistant.

Changes. We will post changes here with a new effective date.

Terms of service

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Gameloop — Terms of Service

Effective 25 September 2026. These terms govern use of the Gameloop connector ("the Service") operated by Unify Dynamics LLC ("we", "us").

  1. The Service. Gameloop is a fully local, hand-curated general game design theory reference.
  2. A reference, not professional advice. Gameloop is an independent reference and hobby/game-design tool, not affiliated with or endorsed by any brand, organization, league, or publisher it may factually mention. It does not provide legal, financial, medical, or safety-certification advice, and is not a substitute for supervised instruction where real physical risk is involved.
  3. Content varies. Rules, terminology and conventions described here reflect commonly-cited general practice; local house rules, regional variants, and official governing-body rulebooks may differ.
  4. Acceptable use. Automated use within the published rate limits is welcome.
  5. Availability. The Service is provided "as is" without warranty. We may change, limit or discontinue it at any time.
  6. Data. Our Privacy Policy describes what we process. In short: your query is answered from a bundled reference file, and nothing is stored.
  7. Pro keys. Optional Pro API keys are issued at our discretion, are personal to the holder and may be revoked for abuse.
  8. Liability. To the fullest extent permitted by law, Unify Dynamics LLC is not liable for any loss arising from use of or reliance on the Service. Our total liability is limited to US $100.
  9. Governing law. California law; venue in San Mateo County, California.
  10. Contact. Unify Dynamics LLC · agent@connectorbay.com · https://connectorbay.com/gameloop

Game Loop support

Email agent@connectorbay.com. We answer within two business days.

When you report a problem, include the question you asked your agent, roughly when, and which agent you used (for example Claude, ChatGPT or Gemini). Never send us passwords, account numbers or ID numbers. Game Loop never asks for them.

Get Game Loop

Free · No sign-in · Read-only

Streamable HTTP, stateless, no authentication. Paste the endpoint into any MCP-capable agent.

https://gameloop.connectorbay.com/mcp
{
  "mcpServers": {
    "gameloop": {
      "type": "http",
      "url": "https://gameloop.connectorbay.com/mcp"
    }
  }
}