10.1a — 2-Button Jam: Kickoff & Pitch
Jam season. First up: a constraint jam — your ENTIRE game reads exactly two inputs. Not two keys, TWO INPUTS, whatever they mean. Constraints breed creativity because they steal your excuses: with everything allowed, you start with nothing; with almost nothing allowed, you start with a puzzle.
What counts as an input? Anything that becomes a signal: two keys, two buttons, one key + one mouse click, a touch's left half vs right half, keyboard-only arrow keys COUNT AS FOUR (banned!). Past-hit examples: one-button runners (flap = jump), one-button bosses (hold longer = higher jump), two-button fighters (left dodge, right attack). Every input you OWN, you must OWN COMPLETELY: timing, meaning in context, held vs. tapped.
Scoping rules for the 6-day jam (build days are 10.1b–10.1e):
- ONE verb is a mechanic; TWO verbs is a game; THREE is a scope lie. You have two buttons. Your game has two verbs. Done.
- Reuse what you own: any starter code, your palette class (9.2), your jump feel (6.3), your cooldown pattern. A jam is not a clean-slate test — it is a fluency test.
- The pitch sells the IDEA in one sentence: "It's ___ where the only two buttons are ___ and ___."
Socratic
Your PlayerController (the one you built) reads: WASD, E, Space, mouse click — about eight inputs. Name TWO you would keep for a two-button game and what each MEANS when it is your only verb. Why does fewer inputs make each input's FEEL more important (think: 6.3's mercies, but for buttons)?
Write your pitch card (10 min):
- One sentence: the game ("a cave where you can only DUCK and DASH")
- Two verbs and their feel words (duck = commitment, dash = panic)
- One image sketch: the screen at the most interesting MOMENT
- Reused parts list (what you borrow vs. build — the jam-ethics version of 9.10 credits)
Pitch (30 seconds each) — then team up by vote. Every pitch gets three public votes. Top pitches recruit; you may join any team that will have you. Rules: teams of 1–3, every member writes code (no idea-guy-only roles), and every game ships SOMETHING playable by 10.1d — a finished small game beats an ambitious folder.
Checkpoint — before moving on, you must be able to:
- Pitch a two-verb game in one sentence with feel words
- Justify scope: two inputs, one core loop, shipped by 10.1d
- List reused code honestly and your new code honestly
Reference Docs
Need a deeper explanation? These pages cover the same concepts:
- Unit 10: Jam Season — the jam rules
- Unity + C# Quick Reference — input reading patterns
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