C5 · Week 6: A game
A small game gives tests and human judgement different jobs.
build a tiny browser game — one mechanic is usually enough — obvious in ten seconds, still interesting at five minutes, no tutorial in sight
Last week’s instrument had no way to be played wrong; this week that’s exactly the point. A game has rules, stakes and an ending: a player can fail, and play finishes somewhere.
Interpret game as broadly as you like: an arcade loop, a puzzle, a Twine-style narrative experience — if it invites play, it counts. The twist is the no-tutorial rule. Bushnell’s law says the best games are easy to learn and difficult to master; here the learning half has to happen without words. No how-to-play modal, no instructions page, nothing in the README standing in for either: name the game if you like, but the opening screen itself has to make the first move obvious (game designers call this affordance — World 1-1 of Super Mario Bros. is the canonical worked example), and play teaches whatever comes next. Depth is what makes the five minutes work: something that needs no explaining and holds attention that long has something under the surface, a skill that sharpens or a choice that matters or a thread worth pulling. One mechanic is usually enough to get there, and two that interact is the harder, better move if you can keep a stranger finishing inside five minutes.
Put one rule under a focused automated test, then play the finished game at both marking viewports. A test can establish that a collision ends the round; only playing can tell you whether the collision feels fair. Keep it static: a client-side game or a Twine-style branching story needs no backend, and it ships straight to GitHub Pages.
Your pod plays it cold, the same as C4 — but this week you stay quiet until someone has finished it or given up. The no-tutorial rule is the one thing here you can’t put under test and can’t fake, and four people’s hands on the keyboard settle it in about ten seconds.
The spec
The brief on this page poses the problem and leaves room for your response. The spec is the fixed contract: what your tutor considers when judging whether that response meets the requirements. Some lines can be checked mechanically; the rest call for human judgement.
- deployed and live at its public GitHub Pages URL by the cutoff
- it can be lost: a wrong move is possible, and play ends somewhere — a win, a loss or a finish
- it teaches itself: no instructions anywhere, on screen or off — the opening screen invites the first move, and play teaches whatever comes next
- a stranger can pick it up and reach an ending inside five minutes
- one rule of the game has a focused automated test, and one change you made came from playing the finished game rather than reading its code
- the repo shows the process — commits that grew with the work, a process overview in PROCESS.md, and the week's reflection in reflections/crit-5.md
- you can account for how you directed, grounded and corrected the work