Two-player piece
The week 10 checkpoint — a prototype where two single-button players depend on each other, not two copies of the same game
Build a game two people can only really play together, using one button each.
The one-button-per-player constraint is easy to satisfy on paper and easy to miss in spirit — the interesting design work is in the dependency between the two streams, not in the fact that there are two of them.
What you submit#
A runnable two-player prototype, plus the result of the “unplug one player” test named in week 10’s session: what happens, concretely, if only one person plays.
The spec
The brief poses the problem and leaves room for a response. The spec is the fixed part: what a marker checks. Some lines can be checked mechanically; the rest call for judgement.
- a two-player prototype exists, one button per player
- a player's press changes meaning depending on what the other player has done
How it is marked
Marked on whether the second player's input actually changes what the first player's button means, and vice versa. A technically-correct two-button, one-each prototype that plays identically with one player unplugged has not met the brief, however well it's built otherwise.