The Last Spike Online / 18 July 2026
The first playtest showed that a correct rule can still produce poor UX
The first real player feedback found several places where the system followed the rules correctly, yet the player still could not tell why something happened or what to do next.

Situation
As developers, it is easy to follow an interface when we already know every state behind it. A playtester does not see the component tree and does not know which button becomes active under which condition. The first sessions quickly showed several cases where the engine made the right decision but the interface failed to explain either the reason or the consequence.
Approach
I separated the findings into rule-engine problems and communication problems. I did not change domain logic merely to make the UI feel easier. Instead, I added clearer state indicators, action feedback and sequencing in the interface, while genuine rule defects received their own tests.
Outcome
The next game required less explanation from a developer. The playtest produced more than UI polish: it exposed where system state was too implicit and where engine outcomes needed to be translated into language a player could understand.