7.7 — Level Studio II + Cross-Playtest
Yesterday you built it; today a stranger meets it. Polish the two beats that most need it, then run the cross-playtest — a different partner, the full cave from the entrance to your goal, and numbers on paper instead of opinions. This closes the level-building arc of the semester.
From yesterday's walk ritual and your written plan (7.6), you already know which two beats need work. Polish means these four things, and nothing else:
- Sightlines: trim or add tiles until the next beat is glimpsed from the current one. Every removed tile is a question the player stops asking.
- Telegraphing: the turret is visible at rest before it fires — exactly as you tuned it in 3.4. A threat the player never saw is not difficulty, it is an ambush.
- Reward placement: coins on the route you want walked. A coin trail is a dotted line the player follows without ever noticing they are being led.
- Death-audit repair: the beat where dying costs the most gets a shorter approach, or a checkpoint you build yourself — a trigger that stores a position and a respawn that reads it. Your respawn loop from 2.2 is all you get unless you build more.
Do not polish everything. Two beats, deeply. That is how studio time works under a deadline, and your deadline is the cross-playtest, which starts in twenty minutes.
Collision changes the shape the player
stands on. A ladder zone you sized against yesterday's floor may now be one tile short.
A spike you placed against yesterday's ledge may now hover over nothing. Before the
playtest, walk the whole cave once and look specifically at everything you touched — not
at the two beats you polished, at everything downstream of them.
- What is your cave's goal, in one sentence — the lever door, the collectible, or the exit? Say what the player must do to finish.
- How long is the full run, measured with a stopwatch yesterday and re-measured now? Did polishing change it?
- Which beat do you predict will kill your tester most often, and how many deaths do you predict there? Write the number down before the test — a prediction you cannot be wrong about is not a prediction.
- Where does the player first see the goal, or evidence that a goal exists?
- If the tester gets stuck and you are not allowed to speak, what is your rescue plan? There is one, and it is a change you make between attempts, not a hint you give.
Every field that watches people has had to invent a unit of measurement. Read each of these for what it does in isolation, then work out which column of your playtest table it is telling you to be careful about.
Example 1 — A hospital's hand-hygiene audit:
// Count per station, never per shift. One number for the whole
// ward hides the one sink nobody uses.
Example 2 — A supermarket's checkout timing study:
// Time per basket, not per queue. The average is a story;
// the distribution is the finding.
Example 3 — An airport security throughput trial:
// The stopwatch starts when the tray reaches the belt,
// not when the passenger walks up.
Example 4 — A traffic engineer's junction survey (comment only):
// Count the near-misses, not only the collisions. No crashes
// is not evidence of a safe junction.
Example 5 — A usability lab's think-aloud protocol (comment only):
// Record what the participant DID before what they SAY they
// did. The two disagree constantly.
- Example 1 refuses to average over a whole ward. Your table has one row per beat — what would a single total for the cave hide about your level?
- Example 3 defines exactly when the clock starts. When does your stopwatch start for each beat, and would two testers agree on that moment?
- Example 4 counts near-misses, not only disasters. A beat where nobody dies but everybody hesitates is a near-miss — what on your table would record it?
- Example 5 separates what people did from what they said. Which column of your table holds observations, and which one is in danger of holding your interpretation?
New partner — not yesterday's. Silent watching, per the rules you set in 2.4. The full cave, entrance to goal. Record per beat, not per session, because the beat is the unit of analysis. This table is the exact habit that becomes a dataset in 9.5.
| Beat | Deaths | Time (sec) | Tester said / did | Fix candidate |
|---|---|---|---|---|
| 1 Entrance | ||||
| 2 | ||||
| 3 | ||||
| 4 | ||||
| 5 | ||||
| Goal |
Fill the "tester said / did" column with what you observed, not with what you assume they meant. "Stopped for four seconds at the ladder base and looked left" is data. "Confused by the ladder" is a story you invented.
Then swap. You play their cave with the same table. You are both designer and tester today — notice how different the two jobs feel, and notice which one you are better at.
Socratic: What the Numbers Are For
- Why record deaths per beat rather than one total for the run? What does a total hide that a per-beat row reveals?
- Your prediction from earlier is written down. Where did reality disagree with it most, and was that a design error or a measurement error?
- A beat with zero deaths could be a perfectly fair beat or a completely skipped one. What else on the table tells the two apart?
Checkpoint — before moving on, you must be able to:
- Polish two beats deeply: sightline, telegraph, reward route, death-audit repair
- Run a beat-granular playtest and record deaths, time and observed behaviour
- Apply exactly one fix chosen from tester data, and re-verify it
- Compare your predicted difficulty curve against the measured one and say what you got wrong
- State what your cave's goal is, and that a tester reached it
- Commit and push
Reference Docs
Need a deeper explanation? These pages cover the same concepts:
- Unit 7: Level Building & Ladders — the studio and playtest ritual
- Playtest data (CSV) — what collected data looks like at scale
- Unity + C# Quick Reference — the components behind everything you placed
Next: 8.1 — Boss Design: Spec It First, where Unit 8 begins and you build the thing your cave deliberately does not have.
Saved on this device only — the Dashboard tracks your progress.