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12.1d — Grid/Symmetry Jam: Playtest

The 10.1d ritual, one last time — with grid-specific tells to watch. Symmetry games are the most data-friendly jam of the year: every move is an index, every death has a cell address, every hesitation happens AT a coordinate.

Playtest ~45 min

Three rounds, same contracts: watch silently (2.4), record on a beat table, ONE fix, verify, revert on failure. The grid-specific tells:

Data, grid edition: log the CELL of every death and every hesitation (column,row). Your playtest.csv gains coordinates — and a heatmap of the board falls out for free: which cells kill, which cells teach?

Socratic: Every Death Has an Address

  1. Every move in a grid game is an index and every death has a cell address. Which cell produced the most deaths, and does that tell you about the level or about the rule?
  2. You watched for hesitation at coordinates. Where did testers stop moving, and what were they actually deciding?
  3. Symmetry games are the most data-friendly jam of the year. What would you record next time that you did not record today?

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

  • Watch for the four grid tells and diagnose each
  • Log deaths/hesitations with cell coordinates
  • Apply one fix, verify, revert on failure
  • Leave with a tested build for showcase day

Reference Docs

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

Next: 12.1e — Grid/Symmetry Jam: Showcase

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