Band 3 · Grades 6–8
Feedback loops you can feel
Why does this game feel the way it feels?
Walk out with: Hypothesis sheet + one revised economy dial
Materials
- Graph paper or the Sandbox widget
- A simple economy game (coins / tokens)
- Analog fallback: paper ledger + pencil chart instead of Sandbox
Today
Feeling is not magic. It is structure: loops that reinforce or balance what players do.
Read a loop (10 min)
Pick a familiar game. Name:
- Core loop (do → get → decide)
- Resource that grows
- Something that checks growth (a balancing pressure)
- A failure state
Draw it as boxes and arrows. Label positive vs balancing edges.
Model in a spreadsheet (20 min)
Build a 10-turn economy with one income dial and one cost dial.
| Turn | Income | Cost | Bank |
|---|---|---|---|
| 1 | |||
| … |
Change one dial. Predict the curve before you fill it. Then fill it.
Analog fallback: same table on paper; chart the bank column by hand.
Playtest as an experiment (20 min)
Write a hypothesis you could lose:
If I raise cost by 2, players will stall by turn 6.
Run a 10-minute play. Separate said from did. Kill one loved feature if the evidence demands it.
Accessibility pass (5 min)
Name one cognitive-load or input barrier in your prototype. Treat it as design material, not compliance paperwork.
Misconception killed: “Playtesting is asking friends if they liked it.” → It’s an experiment you can lose.