Week 10 Session: Two players
Two single buttons, one shared game — what changes when someone else's timing matters too
Two players, one button each: the interesting part isn’t running two single-player prototypes side by side, it’s making each player’s press depend on the other’s. That needs week 4’s rhythm (synchronising against someone else’s timing) and week 7’s shared state (now read by two input streams instead of one).
Before the session#
Bring a prototype that uses rhythm or context — you’ll be turning its single shared state into something both players affect.
In the session#
Demo of a two-player prototype where removing one player breaks the game outright, then build time on your own.
Studio exercise#
Build a two-player, one-button-each prototype where a player’s press changes meaning depending on what the other player just did. Test it by playing solo, pressing both buttons yourself, then run the “unplug one player” test: if the game still plays the same alone, the dependency isn’t real yet.
By the end#
You can justify why “one button per player” is a much bigger design space than “one button total,” and name which earlier mechanics carry over into it.
The spec
What you bring to the session. Written so a reader can tell whether it has been met without asking you.
- a two-player prototype exists where each player's press only means something in relation to the other player's input
- you can say exactly what breaks if you unplug the second player
Teaching team
- Idris Fenn — tutor