Try one ordinary moment. The player explores a room, finds a clue, uses it to solve a problem, and gains access to another room. Or they choose a move, see an opponent respond, and adjust their next decision. The details can vary, but the relationship should be understandable.
Look for the player's decision
Ask what the player actually chooses and how that choice matters. If the loop is only “watch an animation, collect a reward, repeat,” consider whether that matches the intended experience. Some games deliberately use simple interaction; the decision should still be conscious.
Separate the loop from the larger progression. Unlocking a new area may motivate repeated play, but it does not automatically make the moment-to-moment action satisfying. Test the basic activity before adding more reward layers.
Build an example you can discuss
A small prototype can reveal whether feedback is clear, actions feel responsive, and the player has a reason to try again. Observe behavior rather than treating a confident pitch as proof.
Keep the description flexible as the design develops. It is a working explanation, not a rule that forbids discovery. A clear loop helps developers, artists, and clients discuss the same experience and decide which proposed features strengthen it and which distract from the main game.