Sketch the rules, try them with someone, and keep track of what you learn.
Treasure escape
The course project has one room, two routes, and treasure that slows you
down. Add a visible threat and an exit, then test whether collecting more
treasure makes the return trip tense.
You can use this project or develop your own idea.
Your prototype plan
Notes save in this browser. Download a copy to keep.
Try a one-hour prototype
10 minutes: Write the promise, draw the space, and choose
three rules.
25 minutes: Make one playable loop and an ending.
15 minutes: Watch short attempts. Ask what players were
trying to do.
10 minutes: Revise one priority issue and write the next
question.
Adjust the timing to suit your project.
Your lesson notebook
Pick up the notes you started in each lesson. Downloads include your
case-study notes too.