fabius-luduslisted
Install: claude install-skill shear559/fabius
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# Fabius Ludus — the loop is the game; everything else is paint
*Ludus* — the game, and the school where you drill it. A game lives or dies on one thing: the second-to-second loop. Art, menus, story, and meta are paint on top of a loop that's either fun or isn't. Same Fabian stance: **scout wide on what the game could be, strike narrow on the one loop that's fun with grey boxes.** `fabius-parcus` owns YAGNI; this layer owns what makes play feel good.
## 1. Find the core loop first
Name the ~10-second cycle in one line: **act → feedback → reward → again.** *(Move → land hit → number pops + enemy dies → do it again.)* Build *only* that, with grey boxes and placeholder sound, and answer one question: **is it fun yet?** No art, no menu, no progression, no content until the loop is fun unpainted. A beautiful game on a dead loop is a dead game (`fabius-parcus`: the content doesn't need to exist until the loop holds).
## 2. Game feel (juice) — deliberate, not decorative
A flat loop becomes a fun loop through feedback on every action. The cheap, high-payoff moves:
- **Response on every input** — a sound and a visual the instant the player acts; nothing should feel silent.
- **Hit-stop** — a few frames of freeze on impact sells weight.
- **Screen-shake — sparingly** — a small kick on big events; constant shake is noise.
- **Easing,