Chapter 5: Test, Share, and Play Fair
Test, Share, and Play Fair 🎮
Section titled “Test, Share, and Play Fair 🎮”Test it, fix it, share it.
Your game works! The green flag starts it, the hero moves, the score goes up, and the bugs from Chapter 4 are squashed. You could stop right here. But the best game makers know a secret: a game is not finished when the code works. A game is finished when other people can play it, understand it, and have fun.
That means the last steps are not about code at all. They are about people. In this chapter you will watch someone else play your game, listen to what they say, and use their ideas to make it better. Then you will learn how to play fair, by giving credit, being kind, and staying safe, before you press the Share button and send your game out into the world.
Ready? Let’s finish strong.
5.1 — Playtesting 🎮
Section titled “5.1 — Playtesting 🎮”You have played your own game a hundred times. You know exactly where the danger is, which key makes the hero jump, and how to reach the goal. That is the problem. You know too much!
A playtestplaytest: Letting someone else play your game while you watch and take notes, so you can find out what works and what does not. is when you let a new player try your game while you watch. Real game studios do this with hundreds of players before a game comes out. You can do it with one friend, a cousin, or a grown-up at the kitchen table.
The Hardest Rule: Don’t Help
Section titled “The Hardest Rule: Don’t Help”Here is the hardest part of playtesting. When your friend sits down, you must zip your lips. Do not tell them which keys to press. Do not say “no, go left!” Do not grab the mouse. If the player gets confused, that is not a mistake by the player. It is information about your game.
Think about it this way. When your game is shared, you will not be sitting next to every player. If your friend can’t figure out how to start without your help, nobody else will either. Every time you want to jump in, write a note instead.
What to Watch For
Section titled “What to Watch For”Sit a little behind the player so you can see the screen and their face. Keep paper and a pencil ready and write down:
- Where they got stuck. Did they stand still because they did not know what to do?
- What surprised them. Did they laugh? Did they jump? Did they say “wait, what?”
- What they tried that did not work. Did they press the space bar expecting a jump?
- When they looked bored. Was one part too easy or too long?
- When they smiled. That part is working. Keep it!
Write down what actually happened, not what you wish had happened. “She pressed the arrow keys, but the hero did not move for five seconds” is a great note. “She was bad at it” is not.
Ask Three Questions
Section titled “Ask Three Questions”When the game is over, ask your tester three questions:
- What was the goal of the game?
- What was the hardest part?
- What would you change?
If the player cannot tell you the goal, your game needs clearer instructions. If the hardest part was something you thought was easy, you just learned something you could never learn alone. Say thank you. A playtester is giving you a gift.
5.2 — Making It Better 🔧
Section titled “5.2 — Making It Better 🔧”Your notes from the playtest are feedbackfeedback: Information about how something is working. In games, feedback from players tells you what to fix next.. Back in Chapter 1 you learned that feedback is one of the four ingredients of a game, because it tells the player how they are doing. Now feedback is telling you how your game is doing.
Sort Your Notes
Section titled “Sort Your Notes”Look at your playtest notes and sort them into three piles:
- Bugs. The game did something you did not tell it to do. The hero fell through the floor. The score went up twice. These go straight to Bug Hunter mode from Chapter 4.
- Confusion. The game worked, but the player did not understand it. They did not know which key to press or where the goal was.
- Ideas. “You should add a dragon!” These are fun. Put them on your “later” list from Chapter 2 and keep going.
Fix bugs first and confusion second. Ideas come last.
Too Hard or Too Easy?
Section titled “Too Hard or Too Easy?”Many playtest notes are about how hard the game is. A game that is too hard makes players quit. A game that is too easy makes players yawn. A game that is balancedbalanced: Not too hard and not too easy. A balanced game is tricky enough to be fun but fair enough to be beatable. sits right in the middle, where players say “one more try!”
Here are some small knobs you can turn in Scratch:
| If players say… | Try this |
|---|---|
| “It’s too hard!” | Slow down the danger. Give one more life. Make the goal bigger. |
| “It’s too easy!” | Speed up the danger. Add a second danger. Make the hero a little slower. |
| “I don’t know where to go.” | Add an arrow, a sign, or a brighter path in the backdrop. |
| “I don’t know what to press.” | Show the controls on the first screen: “Use the arrow keys!” |
Change the numbers a little at a time. Going from a speed of 5 to a speed of 6 feels like a big jump to a player.
One Thing at a Time
Section titled “One Thing at a Time”Here is a rule that every game maker learns the hard way: change one thing, then test again. If you change the speed, add a life, and move the goal all at once, and the game feels better, you will not know which change did it. If it feels worse, you will not know which change broke it.
Make one change. Play it. Ask your tester to play it. Then make the next change. This slow-looking way is actually the fastest way to a great game. Real studios work like this too. Each round of test, fix, and test again makes a new version, and a big game might go through hundreds of versions before anyone outside the studio sees it.
5.3 — Playing Fair 🤝
Section titled “5.3 — Playing Fair 🤝”Games are more fun when everyone plays fair. That is true on the playground, and it is true when you make games too. Playing fair as a game maker means four things: giving credit, being kind, sharing safely, and taking care of yourself.
Give Credit
Section titled “Give Credit”Did you use a sprite from the Scratch library? A sound someone else recorded? A backdrop a friend drew? Then someone else did that work, and they deserve creditcredit: Saying who made something. When you use art, sounds, or code you did not make, you give credit by naming where it came from..
Giving credit is not about staying out of trouble. It is about being honest, and it is how creators say thank you to each other. In Scratch, every project page has a box called Notes and Credits. That is where you write things like:
- “Cat sprite and jump sound from the Scratch library.”
- “Backdrop drawn by my sister Maya.”
- “Music by the artist who made it, with their name.”
Scratch also lets you remixremix: Making your own new version of someone else's shared project. Scratch automatically shows who made the original. another maker’s project. A remix is allowed, and it is a great way to learn. But a remix should add something new, not just change the title. Scratch will always show who made the original, so never pretend you made the whole thing yourself.
Be Kind
Section titled “Be Kind”When you share your game, other people can leave a commentcomment: A message someone writes on a shared project. Good comments are kind, specific, and helpful.. You can leave comments on their games too. Here is the test for a good comment: Is it kind? Is it specific? Is it helpful?
- “This is dumb.” Not kind, not specific, not helpful.
- “Cool!” Kind, but not very specific.
- “I love the bouncing sound! The second level was a little too fast for me.” Kind, specific, and helpful. That is a comment that makes a game better.
Remember how it felt to watch your playtester. Every game on Scratch was made by a real person who was a little nervous to share it.
Share Safely
Section titled “Share Safely”Your game can go out into the world. Your private information cannot. Never put your last name, your school, your address, or your phone number in a project or a comment. Use only your Scratch username. And before you share anything online, ask a grown-up first. That is not a rule for little kids. It is a rule for smart makers.
Take Breaks
Section titled “Take Breaks”Making games is exciting, and it is easy to look up and find that two hours have gone by. Your eyes, your hands, and your brain all need rest. Set a timer. Every 30 minutes, stand up, stretch, look out a window, and get some water. The best idea for fixing a stubborn bug often shows up while you are away from the screen.
5.4 — Share Your Game 🚀
Section titled “5.4 — Share Your Game 🚀”You tested it. You fixed it. You gave credit. Now it is time to shareshare: Making your project public so other people can play it. In Scratch, the Share button puts your game on a page that anyone can visit. your game with the world.
Three Things Every Shared Game Needs
Section titled “Three Things Every Shared Game Needs”Before you press that button, your project page needs three things:
- A title. Not “Untitled-7.” A real name that tells players something. “Rocket Cat: Escape from Planet Zog” is a title. “game” is not.
- Instructions. In the Instructions box, tell players how to play in two or three lines. Which keys? What is the goal? What should they avoid? Remember your playtester who did not know what to press.
- Credits. In Notes and Credits, name everyone and everything you used.
The Share Button
Section titled “The Share Button”In Scratch, open your project and look for the orange Share button near the top of the page. Before you press it, ask a grown-up for the okay. Then press it. Your game now has its own page that anyone can visit. People can play it, love it, favorite it, comment on it, and remix it.
If you are not allowed to share online, that is okay! You can still share your game in person. Set up a “game booth” at home or in class and let people line up to play. Or save the project to a file and give it to your teacher.
Celebrate!
Section titled “Celebrate!”Stop for a second. Look at what you did. A few chapters ago you had a blank stage and a sentence on paper. Now you have a game with a hero, a world, sounds, code, and real players. That is a big deal. Lots of people start games. Far fewer finish them, and you are one of the finishers. Tell someone. Do a victory dance. Draw a trophy on your planning page.
What Will You Make Next?
Section titled “What Will You Make Next?”Every game you make teaches you something the last one could not. So what comes next?
- Go back to your “later” list from Chapter 2 and pick one idea for a Version 2.
- Make a brand-new game with a different sentence: “You are a ___ who must ___ before ___.”
- Team up with a friend. One of you is the artist and one is the programmer. Trade jobs on the next game.
- Remix a game you love and add a level to it.
- Try a kind of game you have never made: a maze, a quiz, a story, or a rhythm game.
You know the whole recipe now. Every game has a goal, rules, a challenge, and feedback. Plan it on paper before you build it. If players can’t see it, it isn’t there. Computers do exactly what you say, in order. Test it, fix it, share it. The only thing left is to start.
Chapter 5 Activity: The Big Playtest Day 🎉
Section titled “Chapter 5 Activity: The Big Playtest Day 🎉”Your Mission: Run a real playtest of your game, fix one thing, and get your project page ready to share.
Part 1: The Watcher
Section titled “Part 1: The Watcher”Ask a friend, a classmate, or a family member to play your game. Sit behind them with paper and pencil. Do not help! Draw a line down your paper. On the left, write “Stuck.” On the right, write “Smiled.” Every time your player gets stuck or confused, write what happened on the left. Every time they laugh, cheer, or lean in, write it on the right. When the game is over, ask your three questions: What was the goal? What was hardest? What would you change?
Part 2: The Fixer
Section titled “Part 2: The Fixer”Look at your “Stuck” list and circle the one problem that showed up first or most often. Decide: is it a bug, confusion, or an idea? Open your project in Scratch and make one change to fix it. Maybe slow down a danger, add an arrow to the backdrop, or write the controls on the first screen. Then play it once yourself. Write one sentence at the bottom of your paper: “I changed ___ because ___.”
Part 3: The Project Page
Section titled “Part 3: The Project Page”Get your game ready for the world. On your paper, write a real title for your game, two or three lines of instructions, and a credits list that names every sprite, sound, or backdrop you did not make yourself. Then type them into the Instructions and Notes and Credits boxes in Scratch. Show your page to a grown-up and ask if it is okay to press Share. If it is, press it and celebrate. If not, set up a game booth and share in person.
Key Concepts Checklist
Section titled “Key Concepts Checklist”- I can run a playtest without helping the player
- I can write down what actually happened during a playtest
- I can sort feedback into bugs, confusion, and ideas
- I know how to make a game more balanced when it is too hard or too easy
- I know to change one thing at a time and then test again
- I can give credit for art, sounds, and code I did not make
- I can write a comment that is kind, specific, and helpful
- I know what a shared project needs: a title, instructions, and credits
