Back to Week 2 plan

Day 6 of 7

35 min

Paper Playtest

Day 6 -- run the game in your head before a single line of code.

P

Pixel

When the kid opens the day

Sixth day! Today is the secret pro move. Before we touch any code -- and we will not touch any code this week, that is Week 3 stuff -- we run the game in our HEAD. Ten loops. We pretend to play the game. Step one. What happens. Step two. What happens. We write it down. Ten times. If the game feels boring on loop number eight, we just saved ourselves a month of building a boring game. This is what real designers do. It is called a paper playtest. Today you become a real designer.

Today’s artifact

Paper Playtest Log -- ten loops walked through, saved to your Capstone Locker

The lesson, beat by beat

  1. 1

    How a paper playtest works

    ~5 min

    Pixel says

    You pretend to play. You write down -- I do step one. The game does X. I feel ___. I do step two. The game does Y. I feel ___. You do this ten times. Same loop, ten different times in your head. Each time, you write down the FEELING. Did it match the promise? If yes, the loop works. If no, we have a problem and we are GLAD we found it now, on paper, instead of after building it.

    Kid does

    Read a sample Paper Playtest Log from another kid. See how short each loop entry is (2-3 sentences).

  2. 2

    Loop 1 through 3 -- the warm-ups

    ~10 min

    Pixel says

    Okay first three loops. Walk through the loop you locked yesterday. Step by step. Write down what happens at each step AND how it feels. Three times. The feeling has to match your Promise Card or we have a bug.

    Kid does

    Write three loop walkthroughs in the Paper Playtest Log template. One sentence per step. Pixel checks feelings against the Promise Card.

  3. 3

    Loop 4 through 7 -- vary it

    ~10 min

    Pixel says

    Now change something each loop. Loop four -- what if the player is REALLY good. Loop five -- what if they are REALLY bad. Loop six -- what if something goes wrong they did not expect. Loop seven -- what if they have done the loop a hundred times. Does the game still serve the promise in all four cases? If not, we need to fix it.

    Kid does

    Write four more loop walkthroughs, one per scenario. Pixel flags any loop where the promised feeling broke.

  4. 4

    Loop 8 through 10 -- the gut check

    ~6 min

    Pixel says

    Last three. Loop eight, nine, ten -- pure repetition. Just the normal loop, three more times. The question -- did you get bored? Bored is fine to notice. Bored means we add a twist for Week 3. Not bored means the loop is genuinely strong. Be honest. Designers who lie to themselves about boring loops ship boring games.

    Kid does

    Write three more identical-scenario walkthroughs. Mark each as Felt Good / Felt Okay / Got Bored.

  5. 5

    The verdict

    ~3 min

    Pixel says

    Now read all ten loops back. Count -- how many felt the promised feeling? If it is 7 or more, loop ships as-is. If it is 4 to 6, we tweak one step. If it is 3 or fewer, we redesign the loop in Week 3. Either way, this is GOOD information. Better to find this on paper than after coding.

    Kid does

    Tally the loop log. Write the verdict at the bottom: Ship as-is / Tweak one step / Redesign in W3.

  6. 6

    Save the log

    ~3 min

    Pixel says

    Save it. The Paper Playtest Log is the most pro thing in your locker so far. Indie devs charge clients to do this. You just did it for free, for yourself. Boss move.

    Kid does

    Click Save. Paper Playtest Log lands in the Capstone Locker under Week 2 / Day 6.

Pixel signs off

Ten loops in the books. You just saved your game from a bunch of dumb mistakes. Tomorrow we pitch the whole design to a real human and see how it lands. End of Week 2. See you tomorrow.

Show your grown-up

Read your grown-up two of your loop walkthroughs -- the one that felt best and the one that felt worst. Ask them which one they would want to play. That answer is your final tweak before tomorrow's pitch.

What goes to the parent dashboard

Your kid ran a paper playtest today -- ten times they walked through their game's core loop on paper and noted how each one felt. This is a real game-design technique. Tomorrow they pitch the full Week 2 design doc, so tonight is a good night to ask 'what was the most fun loop?' and 'what was the most boring?' -- their answers should make sense to you.

diligencefortitudehonesty