◀ 10.2d10.2e10.2f ▶

10.2e — Card Jam: Build + Playtest

Both empty methods are full (10.2c, 10.2d). Today the card game becomes a GAME: win condition, balance, the first three matches of match-three classes of playtesting, and the fix list for tomorrow's showcase.

Build Day ~30 min

The finish list (in order):

  1. Win/lose condition. Health to zero (your StatManager pattern), deck-out, or points — whatever your pitch (10.2a) promised. A game without an end is a toy — do not ship a toy.
  2. The score UI — health numbers, energy, hand count: your HUD family from the boss bar (8.2). Cards in hand must be CLICKABLE or draggable — the input is the game.
  3. Balance pass. Play YOUR OWN game five times. Track win/loss: you should win maybe 70% — if you win 100% the AI is a speed bump, if you lose 50% the AI is a wall. Tune the AI's score line or energy, ONE number per match (3.4 discipline, again, forever).
Playtest ~20 min

Three matches, three different partners, silent watching (2.4 rules, jam-scale 10.1d rotation). Watch for the card game's specific tells:

Socratic: Making the Card Game a Game

  1. The game has a win condition now. Can a player lose without understanding why — and if so, what does the interface owe them?
  2. You balanced numbers today. Which single value moved the game the most when you changed it, and how did you notice?
  3. Playtesting a card game means watching people read. What did a tester misread that the card text said correctly?

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

  • Show a win condition, working input, and readable UI
  • Report your own 5-match win rate and defend your AI tuning
  • Diagnose the card-specific tells (playability, reading, loss understanding)
  • Ship a tested build, not an editor run

Reference Docs

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

Next: 10.2f — Card Jam: Showcase

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