Spielerando

Five testers, thirty levels: who plays which so no level is left out?

Left to themselves testers play the first levels again and again and never reach the last ones. This entry shows how to hand out levels so that every level gets the number of looks you want, new or changed levels get more, and nobody plays the same one twice.

Why this works

People pick what is easy or first in line, so a plan has to decide who plays what. Always giving the next tester the level that still needs the most looks keeps the gaps small and, by never repeating one, makes every look count.

When not to use it

When you want testers to roam freely and find things you did not plan for, a fixed hand-out takes that away. Keep part of their time open, and use the plan only for the levels that must not be missed.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 28 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Five testers, thirty levels: who plays which so no level is left out?" (read_entry spread-levels-across-testers-so-none-is-untested) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP