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Quick Fix: Solving Unfun Gameplay Loops Fast

Posted by Gemma Ellison
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August 9, 2025

Quick Fix: Solving Unfun Gameplay Loops Fast

Creating a game often feels like a grand artistic endeavor, but the reality for many solo developers and students is a series of technical and design challenges. One of the most insidious “bugs” you’ll encounter isn’t a line of broken code, but a repetitive, unengaging gameplay loop. These aren’t just minor irritations; they can be project killers, draining your motivation and alienating players. Think of fixing them not as a creative block, but as a debugging session for your game’s core experience.

The Problem: Identifying the Unfun Loop

The first step in any debugging process is reproduction. You need to consistently observe the “bug.” For gameplay loops, this means playing your game with an objective eye, actively searching for moments that feel tedious, repetitive, or unrewarding. Common culprits include:

Feature Creep’s Shadow

Often, an unfun loop emerges from an overabundance of features. You add mechanics thinking they’ll enhance engagement, but instead, they dilute the core fun. Players get bogged down in systems that don’t contribute meaningfully, creating a sense of busywork rather than genuine progression. This can manifest as an inventory system that’s too complex, a crafting system with too many steps, or combat encounters that stretch on without variety.

Neglecting Early Playtesting

Developing in a vacuum is a common pitfall. Without fresh perspectives, you become blind to your game’s flaws. An unengaging loop might be glaringly obvious to someone experiencing it for the first time, but invisible to you after months of development. This lack of external feedback allows problematic patterns to become entrenched in your design.

Debugging the Loop: A Step-by-Step Approach

Once identified, treating an unfun loop requires a structured approach. Just like debugging code, we’ll isolate the problem, hypothesize a fix, and test the solution.

Step 1: Isolate the Core Problem

Don’t try to fix everything at once. Pinpoint the specific action or sequence of actions that feels unengaging. Is it the combat? The resource gathering? The dialogue system? Be precise. Write down your observations. What exactly makes it feel bad? Is it too slow? Too repetitive? Lacking meaningful choices?

Step 2: Hypothesize a Minimal Viable Fix

Resist the urge to add more features. Often, the solution is subtraction or simplification. Consider the “why” behind the loop. If it’s resource gathering, is the issue the scarcity, the animation, or the lack of impact the resources have? Formulate a targeted change. Perhaps reducing the number of enemy types in a combat encounter, or simplifying a crafting recipe.

Step 3: Implement and Test Iteratively

Make your change, then play the game immediately. Does it feel better? Why or why not? Don’t be afraid to revert if it makes things worse. This is a critical feedback loop. Focus on rapid iteration.

Step 4: Document Your Findings

This is where a game dev journal becomes invaluable. Just like a programmer tracks bug fixes, you should track your design changes. Note what you changed, why you changed it, and the immediate impact it had. This helps you understand your own design patterns, learn from mistakes without judgment, and avoid repeating them. For instance, you might note: “Reduced enemy health by 20% in Level 3. Initial playtest feels snappier, less grindy. Players should reach objective faster.” This kind of documentation is crucial for tracking your game development progress and staying consistent with your devlogs. It provides a historical record of your design decisions, an essential tool for any solo developer.

A dedicated game development log like our new game dev journal can be an excellent resource for organizing your creative process. It provides a structured way to log your progress and insights, ensuring you don’t lose valuable lessons learned during this iterative process.

Case Study: The “Grindstone Gauntlet”

Let’s illustrate this with a common indie dev scenario.

Before: The Problematic Loop

Our hypothetical game, “Aether Forged,” is an RPG where players need to gather “Aether Shards” to craft gear.

  • Loop: Player enters a “shard cave,” defeats 10 identical, low-threat enemies (each takes 3 hits), picks up 1 shard per enemy, exits the cave, then navigates back to town to craft. Repeat this 5-10 times for one decent piece of gear.
  • Observation: Players reported feeling bored and like they were “grinding for the sake of grinding.” The combat was trivial, and the reward felt disproportionately small to the effort. This was due to an early design decision to gate progress behind resource acquisition, coupled with limited enemy variety.

Debugging Steps & Journal Entries:

  • Journal Entry 1: “Identified ‘Aether Shard’ gathering as the primary unfun loop. Players complain about tedium. The combat encounters are too long and unengaging for the meager reward. Likely rooted in initial overestimation of desired grind.”
  • Hypothesis 1: “Reduce enemy health to 1 hit and increase shard drop rate to 3 per enemy. This should speed up the loop and make each encounter feel more rewarding.”
  • Journal Entry 2: “Implemented Hypothesis 1. Test results: Loop is faster, but now combat feels utterly pointless. No challenge. Still unengaging, just faster to get through.”
  • Hypothesis 2: “Revert enemy health. Instead, introduce a ‘mini-boss’ enemy type every 3 encounters in the shard cave. This mini-boss drops a larger cluster of shards (10-15) and offers a real challenge. Also, add a small chance for standard enemies to drop ‘rare’ shards that yield more crafting power.”
  • Journal Entry 3: “Implemented Hypothesis 2. Test results: Significant improvement! Mini-boss breaks up monotony, provides a satisfying challenge, and the large shard drop feels like a meaningful reward. Rare shards add a layer of excitement to standard encounters. Players are now more engaged.”

After: The Transformed Loop

  • Loop: Player enters a “shard cave,” engages in a mix of standard enemies and challenging mini-bosses. Standard enemies offer a quick skirmish and a chance for rare drops, while mini-bosses provide a skill test and a substantial reward. The number of trips to the cave is drastically reduced for the same gear, making each trip feel more impactful and varied.
  • Outcome: The “grind” is replaced with meaningful progression. Players are motivated by the challenge and the tangible rewards, transforming a tedious chore into an engaging activity.

Sustaining the Fix: Continuous Improvement

Solving one loop doesn’t mean your work is over. Game development is an ongoing process of refinement. Continuously seek feedback, especially from fresh eyes. Regularly revisit your own game with a critical perspective. Use your game development log to track game development progress and to maintain a record of your iterative design changes. This isn’t just about fixing problems; it’s about learning and growing as a developer. By consistently documenting your process, you build a valuable knowledge base for current and future projects.

By approaching unfun gameplay loops like design bugs, with systematic identification, isolation, and iterative solutions, you can rapidly transform your game from a chore into a captivating experience. And remember, every successful fix is a lesson learned, making your next project even better.