◀ 10.1e10.1f10.2a ▶

10.1f — 2-Button Jam: Showcase & Retro

Six days ends here: the room becomes an arcade for half the class, then tells the truth about itself for the other half. Ship, show, celebrate — then retro like engineers, because the point of the jam was never the game; it was discovering what you can do with two buttons and a deadline.

Showcase ~25 min

Format: the arcade row. Games on machines around the room, sticky pitch by each keyboard. Two modes, alternating:

Every team is host and player in equal measure — the jam community's contract.

Retro ~20 min

The retro board — all four quadrants, team by team, 3 minutes each, honest:

  1. Went well: one process fact, not a feeling — "the sticky-note risk got cut at 15 min and saved the game"
  2. Went wrong: same honesty — "we tuned feel on Day 1 before the loop existed" (10.1b rule, learned the hard way)
  3. The two-button discovery: what did the CONSTRAINT give you that free choice would not have? (Every jam has one — name yours.)
  4. Next jam (10.2a): one rule you adopt. From this class's combined retro notes: which process fix is universal?

Reflect: the constraint's receipt

What did limiting your entire game to two buttons give your design that free choice would not have — and which single decision this week made the constraint feel like a gift rather than a cage?

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

  • Show the build, host silently, and take the smile/count data
  • Give one honest "went wrong" and one "went well" with evidence
  • Name your constraint discovery in one sentence
  • Leave a tagged repo + RETRO.md as the jam's artifact

Reference Docs

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

Next: 10.2a — Card Jam Kickoff: Lists & Arrays

0/1 answered

Answers save on this device as you type. At the end of class, click Download and upload the file to the Canvas assignment.

Saved on this device only — the Dashboard tracks your progress.