ONESHOTGEMS

For game developers

Make every important prompt instruction testable

A prompt can describe a mood without defining what the game must do. Acceptance criteria close that gap by turning each important instruction into an observable result. For a “lantern maze” idea, “make it mysterious” is direction, while “the lantern reveals nearby walls, and touching a wall returns the player to the entrance” can be checked during play. Good criteria preserve creative room around the art while removing ambiguity from the rule that makes the game work.

Separate the fantasy from the playable contract

Write down the player verb, goal, constraint, and feedback. Example: “Move a lantern through a dark maze; collect three blue keys; the light reveals nearby walls; a wall collision resets the player to the entrance and keeps collected keys.” This sentence gives a tester four things to inspect: movement, collection, visibility radius, and reset behavior. If preserving keys on reset is not essential, remove that clause rather than leaving it open to accidental interpretation.

Keep criteria observable and scoped

Avoid criteria such as “the maze feels polished” until you name what observation would support it. “The player can identify the exit after collecting the third key” is more useful. Also bound the first build: one maze, three keys, one hazard, and a restart. A small limit makes an incomplete result easier to diagnose than a prompt that requests levels, cosmetics, upgrades, and a story at once.

Questions about game prompt acceptance criteria

Are acceptance criteria the same as the game prompt?

They overlap, but criteria are the checkable outcomes inside the prompt or its review checklist. The prompt can also contain tone, theme, and visual direction.

How specific should a game prompt be?

Be exact about input, goals, scoring, failure, and restart behavior. Leave room for visual interpretation where different choices do not change whether the rule works.

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