✅ Vertical Slice Requirements
Your Build Should Include:
- Complete Loop:
- Intro/menu → gameplay → win/lose state
- 3-5 minutes of polished gameplay
- Core Systems Integrated:
- Player controls (polished)
- Primary mechanic working great
- Win/lose conditions functional
- UI displays relevant information
- Audio & Visual Polish:
- Sound effects for major actions
- Background music
- Art direction clear (even if simple)
- Particle effects and juice
- Quality Bar:
- No game-breaking bugs
- Runs smoothly (60 FPS target)
- Feels like a real game
🎮 Today's Playtesting Focus
Different from Week 11 Playtesting:
Week 11 (First Playable):
- Does it work?
- Is the mechanic fun?
- Can players understand it?
Week 13 (Vertical Slice):
- Is the experience compelling start to finish?
- Does it feel like a complete game?
- What's the difficulty curve like?
- Are there any remaining bugs?
- Does the polish level match expectations?
- Would players want to play more?
Evaluation Criteria:
- Completeness (does it feel finished?)
- Fun factor (is it enjoyable?)
- Polish (does it look/sound good?)
- Clarity (is everything understandable?)
- Stability (bugs and performance)
🔄 Playtest Session Structure
20-Minute Rotation per Game:
- Introduction (2 min):
- Developer gives 30-second context
- Explains controls only (not strategy)
- Sets up playtesters
- Full Playthrough (10 min):
- Playtesters play from start to finish
- Developer observes silently, takes notes
- Multiple testers can play in sequence or parallel
- Structured Feedback (8 min):
- Using feedback form (provided)
- Rate: Fun, Polish, Clarity, Difficulty
- Open discussion
Goal: Each game gets 3+ full playthroughs from different players
📋 Vertical Slice Feedback Form
Rating Categories (1-5 scale):
| Category |
What to Evaluate |
| Fun |
Is the gameplay enjoyable? Want to play more? |
| Polish |
Visual/audio quality, juice, completeness |
| Clarity |
Easy to understand? Clear feedback? |
| Difficulty |
Too easy/hard? Well-balanced? |
| Stability |
Bugs? Performance issues? Crashes? |
Written Feedback:
- Best moment: What was most fun?
- Worst moment: What was frustrating?
- Bugs found: List any issues
- Suggestions: 1-2 specific improvements
Template: Available on Canvas - fill out digitally or print
👀 What to Watch For (Developers)
Critical Observations:
- First Impression:
- Reaction to visuals and sound
- Time to understand controls
- Engagement level at start
- During Play:
- Moments of confusion
- Points where they smile or lean in (engagement)
- Frustration or boredom indicators
- Deaths/failures - fair or cheap?
- End State:
- Did they reach the win/lose state?
- Reaction to completion
- Did they want to retry or play more?
- Technical Issues:
- Bugs encountered
- Performance drops
- Audio/visual glitches
👥 Playtesting Rotation
Group Structure:
Groups of 4 students - each student gets 20 minutes as developer
Today's Schedule:
- Round 1: Developer A (20 min)
- Round 2: Developer B (20 min)
- Break: 10 minutes
- Round 3: Developer C (20 min)
- Round 4: Developer D (20 min)
- Group Debrief: 10 minutes
Preparation: Have your build ready to run immediately - time is tight!
⚠️ Common Issues at This Stage
Scope Creep:
- Problem: Tried to add too much, nothing is polished
- Solution: Cut features for Alpha, focus on polish
Incomplete Systems:
- Problem: Win/lose states missing or broken
- Solution: Prioritize completeness over new features
Difficulty Imbalance:
- Problem: Too easy (boring) or too hard (frustrating)
- Solution: Playtest data will reveal this - adjust variables
Performance Issues:
- Problem: Frame drops, lag, stuttering
- Solution: Profile and optimize - object pooling, reduce particles
Lack of Juice:
- Problem: Feels flat despite working mechanics
- Solution: Add screen shake, particles, sound - quick wins
🎮 Playtesting Sessions Begin!
Next 90 Minutes:
- Break into assigned groups
- 4 rounds of 20-minute playtest sessions
- Fill out feedback forms thoroughly
- Take detailed developer notes
Reminders:
- ✅ Be respectful and constructive
- ✅ Focus on the experience, not just bugs
- ✅ Think aloud while playing
- ✅ Developers: observe, don't defend
Timer: I'll announce rotations - stick to 20-minute schedule!
💬 Class Debrief
Share with Class (Volunteers):
- What surprised you most about your playtests?
- What feedback was most valuable?
- What's working better than expected?
- What needs more work than you thought?
- Most interesting game you played today (and why)?
Key Lessons:
- Quality > Quantity - polished slice beats rough sprawl
- Completeness matters - players notice unfinished edges
- First impressions count - polish sells your vision
- Playtesting reveals truth - trust the data
🎯 Next Week: Alpha Build
What is Alpha?
Feature-complete build with all planned content, but rough edges acceptable.
Alpha = Vertical Slice + All Features:
- All levels/content implemented
- All mechanics and systems working
- Full game can be played start to finish
- Bugs are acceptable (but track them)
- Polish can be uneven
- Placeholder art/sound OK in some areas
Focus This Week:
- Expand beyond your vertical slice
- Implement remaining features
- Add all planned levels/content
- Fix critical bugs from today
- Don't worry about perfection yet
Scope Check: If you can't finish all features, CUT NOW - don't wait until Week 16
💻 Week 14: Code Review Component
Next week includes code review session
Prepare Your Code:
- Clean up and organize scripts
- Add comments to complex logic
- Remove dead/unused code
- Ensure design patterns are clearly implemented
- Push latest code to GitHub
What We'll Review:
- Design pattern implementations
- Code organization and architecture
- Performance considerations
- Best practices adherence
Tip: Review SOLID principles and patterns this week
📝 Homework & Deliverables
Due by Week 14:
- Alpha Build:
- Feature-complete game
- All levels/content implemented
- Playable start to finish
- Bug Tracker:
- Document all known bugs
- Prioritize: Critical, High, Medium, Low
- Add to GDD or separate doc
- Code Cleanup:
- Organize and comment code
- Prepare for code review
- Push to GitHub
- Feedback Summary (Submit to Canvas):
- Summary of today's playtesting
- What you're changing based on feedback
- Updated feature list for Alpha
📝 Summary
Today's Accomplishments:
- ✅ Showcased Vertical Slice builds
- ✅ Conducted thorough playtest sessions
- ✅ Evaluated completeness and quality
- ✅ Received structured feedback
- ✅ Identified bugs and improvement areas
- ✅ Planned Alpha Build scope
Key Insights:
- Vertical Slice proves you can finish your vision
- Polish in one area > rough implementation everywhere
- Playtesting reveals invisible issues
- Time to expand to full feature set
Final push begins - Alpha next week! 💪
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