Final game · Milestone 4 of 7 · Peer evaluation
Alpha Playtest Rubric
Your first time playing the game: an early taste of how it plays and whether the idea is fun.
1. Game Pitch
2. Digital Prototypes
3. Initial Game Demo
4. Alpha Playtest
5. Beta Playtest
6. Final Game
7. Final Game Video
About this milestone
RememberThis is not the final version. Focus on the core idea: how the game behaves, whether you can figure it out, and whether it's fun.
Expect to see
- A playable game from start to end
- More than one level (or other progression)
- Some art and some audio
Not expected yet
- Polish
- Final art or audio
- Perfect stability
How to score
- Enter one whole number for each category, from 5 (best) to 1.
- When a category has more than one criterion, weigh them together. If you're unsure, average them and round to the nearest whole number.
- The descriptions are anchors, not checklists: pick the column that fits best.
- Score what you saw today, not what the team says it will add later.
- Most criteria are subjective. Apply your own judgment, but apply it the same way to every team.
Rubric
| Criterion | 5 | 4 | 3 | 2 | 1 |
|---|---|---|---|---|---|
| 1. Fun | |||||
| EnjoymentDid you enjoy playing? | Fun; I wanted to keep playing after my turn ended. | Enjoyable; I liked testing it. | Okay; I didn't mind playing it. | Not very engaging; I was ready to stop early. | Not enjoyable at all. |
| 2. Playability | |||||
| Goal and controlsCould you figure out how to play? | I understood the goal and controls from the game itself, without being told. | I understood them after a quick hint or reading an on-screen instruction. | I understood them after the team explained. | I was still unsure about the goal or some controls while playing. | I could not tell what to do or how to control the game. |
| Control feelHow the controls respond | Responsive and natural; I never fought the controls. | Responsive, with small awkward moments. | Usable, but sometimes clumsy or unpredictable. | Often frustrating (lag, odd mappings, unclear feedback). | The controls made the game hard to play. |
| 3. Innovative game | |||||
| OriginalityThe idea and how it's used in a game | A game idea I have not seen before. | A familiar kind of game with a twist that clearly changes how it plays. | A familiar kind of game with a small twist. | Mostly the same as games I know; the difference is mainly the theme or art. | A copy of an existing game. |
| 4. Technically challenging | |||||
| ComplexityAmount and interaction of object behaviors | Many distinct object behaviors and game systems that interact in interesting ways. | Many distinct behaviors, with some interaction between them. | A moderate number of behaviors, mostly independent of each other. | A few simple behaviors (about 3–5). | One or two behaviors. |
| Algorithms and intelligenceHow smart the objects and world are | Several non-trivial algorithms (e.g., path-finding, layered state machines, procedural generation). | Some techniques beyond the class examples. | Well-known techniques from class (e.g., chasing with lerp, FSMs, randomness). | Straightforward scripted movement and rules. | No algorithms; objects barely react. |
| 5. Confidence in meeting the deadline | |||||
| Confidence in meeting the deadlineBased on what you saw today | Very confident the team will finish the game as proposed. | Fairly confident; a few parts still look risky. | Possible with steady work from here on. | Doubtful unless the team reduces its scope. | Not realistic without major changes to the plan. |
Written feedback
Along with your scores, post short, clear, polite feedback using the feedback template: start with what works, then name the most important things that don't, with a suggestion for each.
While you play, the playtest questions can help you notice what to comment on: rules, controls, interface, and the moments that were fun or frustrating.
Hints on preparation
During each playtest (alpha and beta), before we begin playing your game, you have a chance to tell us what we should pay attention to.
Watch out!Playtesting time is short: every minute you spend presenting is a minute less for us to test your game! :)
Guide: you can include
Goal: to direct your testers' attention.
- 1 slide to remind everyone what your game is about (a screenshot from the demo works well here)
- 1 slide to explain what information you are looking for, for example:
- How does it feel when the hero jumps?
- Which of the mechanics do you prefer (with double jump or without)?
- Does “sliding on ice” feel right?
- Possibly a slide showing the game controls
Do
- Remember, the goal is to remind us what your game is about and show us the game
- Keep the presentation short
- Include your own survey questions, if you like: no more than 4–6 questions, with easy access (e.g., the QR code from Six God)
Don't
- Talk at length (the important part is the demo)