pattern

Use when

A lead is being built (economy, kills, board control) and you must decide whether it should compound or self-limit.

Feedback Loops

What it is. A feedback loop feeds a system’s output back into its own input. Positive loops amplify (a lead makes the next lead easier — a snowball); negative loops dampen (falling behind makes catching up easier — a rubber band). Every game with state has both; the design question is which one dominates, and when.

Why it’s fun. A pure snowball decides the match at minute two and the rest is a formality. A pure rubber band erases skill — why play well if the game hands it back? The fun lives in the tension between them: a lead that matters (so building it is exciting) but is never safe (so defending it stays tense). The system-mastery-curve skill-delta only reads as fun when a good lead is real and a comeback is possible.

Why it works

Levers

LeverTurns the loop…Example
Loop gain (how much output re-feeds input)Steeper positive → faster snowballKill → gold → item → more kills (MOBA)
Diminishing returnsCaps a positive loopEach territory worth less; XP curve inflates
Catch-up faucetAdds a negative loopLast place gets the blue shell; comeback mechanic in fighting games
Loss forgivenessSoftens the negative of falling behindBankruptcy protection; mercy income floor
Tempo of payoutWhen the lead convertsBank-it-now vs compound-later (pattern-risk-reward)
InformationWhether players see the loopAn exposed “+N” lets players fight the snowball (pattern-readability)

Applied across genres

GenrePositive loop (snowball)Negative loop (comeback)
RTS (genre-rts)Eco lead → more army → more map → more ecoDefender’s advantage; cheaper tech when behind
4X / city (anchor-civilization, genre-city-builder)Cities fund cities; the classic runaway leaderWar-weariness, unhappiness, upkeep scaling
Roguelite (system-meta-progression)Build synergy compounds mid-runDeath resets the run; meta-unlocks aid the next attempt, not this lead
Deckbuilder (genre-deckbuilder)An engine deck draws into itselfDeck bloat; scaling enemy damage punishes stalling
Horde survival (genre-horde-survival)Build growth is multiplicativeSpawn pressure is superlinear (FUN.md §6) — the tide is the negative loop
Racing (genre-racing)Clean line → speed → gapRubber-band AI; slipstream helps the trailer
Incremental (genre-incremental)Production buys productionFlat payback ratio (~15–25s) caps runaway (FUN.md §14)

Overdone when…

Feedback runaway is a skill-delta pathology (FUN.md law 2): run the intended line and a trailing/null line and assert the trailing side keeps a non-zero win-rate across a session — a lead that grows unboundedly is the bot proving the game decides itself.

Worked micro-example

“An RTS that never feels decided at minute two.” The core positive loop is eco → army → map → eco. Left ungated it’s a hard snowball. Add three dampers: (1) diminishing returns — each expansion costs more to defend than the last; (2) a defender’s-advantage negative loop — losing ground makes your remaining ground cheaper to hold; (3) an information lever — expose the score so the trailer can aim a comeback (pattern-readability). Now the lead is real (building it is the game) but never safe (defending it is the other game). Prove it: two bots, assert the leader’s margin stops compounding and the trailer keeps a non-zero win-rate.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.