Hotline Miami has a perfectly designed gameloop.
Hotline Miami 1 and 2 are adrenaline incarnate, a frenetic balls to the wall meatgrinder of shotgun shells, Rubber animal masks, and the best synth you could hope to slaughter to. It grabbed me up and refused to let go of my fragile endorphin dependent brain until the game was over and left me rather introspective about how well designed so many aspects of the game was.
After some reflection, one of the areas I have walked away the most impressed by is the cyclical gameplay loop, how many ways that loop serves the game, and how much of the game that loop really makes not only possible, but really shine.
Let's discuss.
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