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10.1d — 2-Button Jam: Playtest

Freeze the build; test the humans. Today is data (9.5's methods on your own game) — deaths per minute, where testers stall, what they say — and the one-fix discipline that turns two hours of testing into two hours of improvement.

Playtest Day ~50 min

Rotation (three rounds):

  1. Round 1 — strangers play (15 min). Swap stations with another team. Silent watching (2.4). Record on the beat table: stall point, death point, the exact QUOTE ("wait, what does that do?"), and the moment of first smile. That smile is your game working.
  2. Round 2 — the one fix (15 min). Each team picks ONE thing from Round 1 data. Apply it. Ship the fix, commit: "10.1d: playtest fix #1".
  3. Round 3 — verify (10 min). New tester (or the same one). Did THAT moment change? If yes: pick fix #2. If no: the fix failed — revert it and write why. One-variable testing (3.4 tuning, jam-scale).

What to watch for in a two-input game specifically:

Close of Day ~5 min

Socratic: Two Hours of Testing, One Fix

  1. You watched silently instead of helping. Name one moment a tester got stuck where the fix was obvious to you and invisible to them — what made it invisible?
  2. You collected deaths per minute and stall points. Which number changed your mind about your own game, and which just confirmed what you already thought?
  3. The discipline was to fix one thing. What did you choose, and what did you deliberately leave broken?

Checkpoint — before moving on, you must be able to:

  • Run three silent playtest rounds and record quotes + numbers
  • Apply one fix, verify it, revert it if it failed
  • Diagnose verb-confusion vs mashing vs stalls and prescribe fixes
  • Ship a playtest.csv into your repo

Reference Docs

Need a deeper explanation? These pages cover the same concepts:

Next: 10.1e — 2-Button Jam: Polish

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