Across
- 3. Loops A cycle of actions that repeats throughout the game
- 6. Anything the player can do within a game
- 7. Feature that stands out and captures player's attention
- 10. Emotional responses evoked in the player
- 12. Satisfying response to user's actions
- 13. Core principles that make the game unique
- 14. Specialized language used in industries and cultures
- 16. Everything the player can interact with
- 17. What the player experiences through gameplay
Down
- 1. A set of rules that defines how the game responds to the player
- 2. Something that gets in the way of the player's progress
- 4. The rules by which a game operates
- 5. Final refinements to improve quality and feel
- 8. When a player is interacting with mechanics
- 9. Something that deliberately halts/gets in the way of the player's progress
- 11. Behaviour of mechanics reacting to player input
- 15. Central gameplay cycle
