Demonstrate Version 1. Shipping is greater than Perfect.
Today is the day. You present your game. You show what you built. You explain your systems. You demo your signature feature. You celebrate shipping. This is what real studios do.
Each child presents:
- Core Loop explanation (30 seconds)
- Show 1 full game cycle (1 minute)
- Trigger the unlock/tier change (30 seconds)
- Show signature feature (30 seconds)
- Explain the risk system (30 seconds)
Ami demonstrates:
- Manhattan exploration
- Encounter triggering
- Banking XP at Camp
- Boss encounter unlock
- Tier escalation
- Risk/reward decision
Ida demonstrates:
- Accept job on a lot
- Manage debt pressure
- Build completion
- Car unlock
- Second block access
- Debt/bankruptcy tension
Both games are playable from Start → Progress → Unlock → Risk → Reset. Demo is completed successfully.
No code changes unless game-breaking bug. The game is what it is. Ship it.
Last-minute changes that break things — the code is frozen. Do not touch it unless the game literally will not run.
Not following the demo script — a practiced demo is a confident demo. Follow the structure.
Apologizing for what's not in V1 — celebrate what IS in Version 1. Everything else is Version 2.
Celebrate. This is a real accomplishment. Two browser-based 3D games built from scratch in 30 days. They understand state, systems, risk-reward, tier scaling, unlock logic, and shipping discipline.
Ask both:
- "What was hardest?"
- "What are you most proud of?"
- "If you had 30 more days, what would Version 2 add?"
Both games are live, playable, and presented. Core loop works. Risk engine functions. Progression is gated. Signature features trigger. State persists. Version 1 is shipped. Congratulations, you are game developers.