Make a Mini-Game
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Learning Objectives
- 1Design a simple mini-game with a clear goal and rules
- 2Connect game elements to the code concepts that power them
- 3Plan win and lose conditions before writing any code
- 4Use sprites, scores, and levels to shape a playable scene
Mini Lesson
Every great game starts as an idea on paper. Before you write a single line of code, you decide what the game IS — who the player controls, what they are trying to do, and how the game ends. A good design plan turns a vague idea into a buildable mini-game with clear rules.
The Five Game Design Questions
Answer these five questions and you have the skeleton of a working mini-game. Skip any one of them and the game will feel half-finished.
- Game name — what is it called?
- Goal of the player — what are they trying to do?
- Main character — who or what does the player control?
- How the player wins — what triggers the WIN screen?
- How the player loses — what triggers the LOSE screen?
Game Elements Map to Code Concepts
Every part of your game becomes a piece of code. Knowing which code concept matches which game element makes building the game much faster.
- Score — a variable that goes up when the player does the right thing.
- Hero moves — an event triggered by a key press or tap.
- Enemy spawns over and over — a loop that repeats while the game runs.
- Game over screen — a condition checked every frame ("if health = 0 then stop").
- Player presses a key — an event handler that listens for the key and runs code.
Win and Lose Conditions
A condition is just a yes/no question the game asks: "Is the score 10 or higher?" "Is health zero?" When the answer flips to YES, the game responds. Without these checks, your game has no end and no goal.
- Win condition — the rule that ends the game in success (e.g. score reaches the goal, all enemies defeated, level finished).
- Lose condition — the rule that ends the game in failure (e.g. health hits 0, time runs out, player falls).
- Both conditions are checked every loop, every frame.
Tip: design first, code second. A page of plan saves an hour of debugging — you cannot build what you have not decided.
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