Design a tiny game loop, build a playable prototype, polish feel, then share a playtest link with credits — Scratch or simple web. Free tools; hosting like Cloudflare is optional, not the point.
You’ll create: A playable game link · 4–6 hours · 10–20 min missions
Your progress stays on this device. Finish one small mission, then come back whenever you want.
Lesson 1 · Prepare
Scratch, terms, and one fun idea
Lesson done when: game loop/sprite/playtest terms checked, Scratch (or engine) account ready, one-sentence fun idea written.
About 45–90 min total · pause after any 10–20 min mission
You’ll need: paper or Figma free; Scratch account (scratch.mit.edu)
1Learn
2Try
3Check
Learn
Intro, terms, and tools
Game Path builds a tiny playable game in five phases: prepare Scratch and terms, practice the fun loop on paper, produce a prototype others can play, prove with bug fixes and accessibility, present a private-first link with credits.
Game loop is the repeating fun — player does X, game responds Y, player wants retry. Sprite is the character or object on screen (Scratch calls everything a sprite). Playtest is watching someone else play without hints — confusion is data, not insult.
Create a Scratch account if you do not have one. Write one sentence: what is fun after ten plays? Keep scope to one screen — reskinning Pong or Flappy with your theme is a pro move.
You’ll know it when: Scratch logged in + terms checked + one-sentence fun idea.
If stuck: No account? Parent email OK for signup. Idea too big? One screen, one mechanic until it feels good.
Parent tip: Ask what's fun after ten plays — originality can wait.
Use the tools, tick each task as you finish it, then continue to Check.
Lesson done when: fun loop sentence + win/lose rules + one screen sketch.
About 45–90 min total · pause after any 10–20 min mission
You’ll need: paper or Figma free; Scratch account optional in prepare phase
1Learn
2Try
3Check
Learn
One-screen game idea
Write the fun loop in one sentence: player does X, game responds Y, player wants to try again. Keep it to one screen — score, character, and a clear goal. Reskinning Pong or Flappy with your own theme is a pro move, not cheating.
Define win, lose, and restart. Sketch buttons and feedback (what happens when you miss?). If the sketch needs a map bigger than a phone screen, cut scope before you open the editor.
You’ll know it when: sketch photo + rules bullet list.
If stuck: Copy Pong or Flappy rules, change the theme and art. Ask “what’s fun after ten plays?” not “is it original?”
Parent tip: Ask what’s fun after ten plays — originality can wait.
Use the tools, tick each task as you finish it, then continue to Check.
Lesson done when: someone else played for one minute and input works.
About 45–90 min total · pause after any 10–20 min mission
You’ll need: Scratch (recommended), or a simple HTML/Phaser tutorial
1Learn
2Try
3Check
Learn
Prototype and playtest
Build a playable prototype — ugly art is fine. Click, keys, or touch must work every time. One mechanic only in produce phase: movement or shooting, not both, until the first mechanic feels good.
Run a playtest protocol: hand the device to someone else, stay quiet for one minute, watch where they get confused, then ask one question (“what did you think the goal was?”). Write three notes — don’t defend the design mid-test.
You’ll know it when: Scratch link or local HTML you can hand someone + three playtest notes.
If stuck: If controls fight the player, enlarge hitboxes and slow the player before adding features. A shared Scratch project link beats a custom host.
Parent tip: Play without giving hints — note where they stuck, celebrate the data.
Use the tools, tick each task as you finish it, then continue to Check.
Lesson done when: one bug fixed and one accessibility tweak done.
About 45–90 min total · pause after any 10–20 min mission
You’ll need: playtest notes from produce phase
1Learn
2Try
3Check
Learn
Juice and fixes
Improve feel: speed, feedback sounds or flashes, clearer text for win/lose. Fix one real bug from playtest before adding cosmetics. Players notice broken jumps more than missing particles.
Add one accessibility tweak — bigger text, stronger contrast, or keyboard/alternative control. Write a tiny changelog so you remember what changed between playtests.
You’ll know it when: changelog with before/after description or short GIF.
If stuck: If polish stalls, fix bugs first. Delete a half-finished second level rather than shipping confusion.
Parent tip: Celebrate a boring bug fix — that’s professional game work.
Use the tools, tick each task as you finish it, then continue to Check.
Lesson done when: play link shared private-first, credits listed, and a short playtest done.
About 45–90 min total · pause after any 10–20 min mission
You’ll need: Scratch share link or itch.io free project
1Learn
2Try
3Check
Learn
Share for play, not deploy glory
Share a playable link — Scratch (unlisted OK) or itch.io. You do not need GitHub Pages or Cloudflare to finish Game Path. Credit every asset pack, music loop, and person who helped in a credits comment or project notes.
Host a short playtest: explain rules in one sentence, watch thirty seconds of play, then say what you’d add next. Keep public comments off until a parent says you’re ready.
You’ll know it when: play link + credits + notes from one playtest session.
If stuck: Export or share the Scratch project link — that’s a complete finish. If sharing feels scary, playtest on the same laptop with a sibling first.
Parent tip: Keep comments off public pages until they’re ready; celebrate the play, not the polish.
Use the tools, tick each task as you finish it, then continue to Check.
Hand someone a link, watch thirty seconds of play, and credit every asset and helper. Unlisted Scratch or itch is enough — the craft is fun under the fingers, not a deploy pipeline.