Prototyping Turn-Based Games Without Code
Key ideas about testing turn-based game logic cheaply with spreadsheets, Twine, and paper prototypes.
Keyboard Shortcuts
💡 Pro tip: Use keyboard shortcuts for faster studying!
Study Smart Tips for Prototyping Turn-Based Games Without Code
Master these concepts using proven study techniques that actually work:
Active Recall
Test yourself before flipping each card to strengthen memory retention
Spaced Repetition
Review difficult cards more frequently than easy ones
Multiple Sessions
Break study time into shorter, focused sessions
Explain Aloud
Verbalize answers to reinforce understanding
Questions Covered in This Set
10 cards to master
Why can turn-based games be prototyped without a game engine?
Their interesting parts — decision structure, payoff math, and pacing — have no reflex component, so they can be tested with simple tools.
What question does a spreadsheet prototype best answer?
"Is my numbers layer broken? Is any strategy dominant?" — it tests balance and payoff math.
How do you structure a spreadsheet combat simulator?
One row per turn, with columns for each player's HP, mana, chosen action, resulting damage, and notes; formulas carry HP/mana forward.
What design bug did the wizard duel spreadsheet reveal?
With 2 mana regen per turn, Zap spam became strictly dominant because it's the only spell affordable every turn.
What should you do if one spell's row beats every other row in every column?
Delete or reprice that spell — it's a dominant strategy that kills meaningful choice.
What is Twine and what does it test?
A free browser tool for branching linked passages; it tests decision *texture* — whether choices feel like real choices.
In Twine, what do passages and links represent?
Each passage is one turn; each link is one legal move.
What's the warning sign when playing your own Twine prototype?
If you click the same link nine times without thinking, you don't have a game — you have a button.
What is a 'paper prototype of a digital game'?
Playing with index cards and a notebook while a human acts as the CPU — used by studios like Firaxis and Blizzard.
Rule of thumb about hidden arithmetic
If a mechanic requires math the player never sees, it's a candidate for cutting — hidden complexity players can't reason about.