Ibnovate Course 1 · The Young Builders
⏱ 60 minLive session

Session 18 — Design & Showcase Your Game

Duration: 60 min · Format: live online

What you'll learn: by the end, you will have planned, built, playtested, and presented your own small Scratch game using everything from this unit.

Soft skill focus — Confidence & presenting

Today you'll also grow Confidence & presenting. In the showcase, you stand up as the designer of your own game and explain it to the class.

Try this: when it's your turn, use a simple 30-second frame so you know exactly what to say — name the goal, show it being played, and name one thing you'd add next. Then enjoy the applause!

Think about: What was one thing you felt proud to show the class about your game?

What you'll need


Hook

Think about these questions:

Here's the big idea: today you design and build your own game from start to finish — plan it, build it, test it, and show it off.


Teach — Plan before you build

Great game-makers plan first so they don't get lost. A small game needs just four things. Write this frame down and fill it in for your idea:

Once you have your one-line plan, notice how each part maps to blocks you already know:

⚠ Watch for over-scoping: it's tempting to plan a giant game with ten levels and bosses. Aim for one simple, finished game instead. A small game that works beats a big game that's broken. Cap it at one screen, one goal, one win, one lose.

Quick question: in one sentence, what is your game's goal? Say it out loud before you open any blocks.


Teach — Build, then playtest

After building, real designers playtest — they let someone play and watch what happens without helping. As you build, keep asking:

Here's a simple playtest routine to use with a partner:

  1. Your partner plays for one minute; you just watch (no helping).
  2. Ask: "What did you think you were supposed to do?"
  3. Write down one thing to fix and fix it.

Key idea: plan → build → playtest → improve. A game is never "done" on the first try — testing makes it better.

Your game moves through a cycle: plan, build, test, improve, present — the make-a-game cycle.

Diagram of the make-a-game cycle: plan, build, test, improve, and present

Try it: why should you stay quiet while a partner playtests? (Answer: to find out if the game explains itself; if you have to explain it, players in real life won't get it.)


Activity — Build your game

This is the unit's build project — you design and build your own small game. Make it your idea.

Your checklist:

  1. Plan (2 min): write your goal, controls, win, and lose in one or two lines.
  2. Sprites & stage (5 min): pick a player sprite, at least one other sprite (target or enemy), and a backdrop.
  3. Controls (5 min): move the player with key-press events.
  4. Score & loop (5 min): add a Score variable and a forever loop that keeps the action going.
  5. Win & lose (5 min): add if/then with touching for scoring and for losing; add a win and a lose message with broadcasts.
  6. Polish (3 min): a start message telling the player what to do, a sound, and tuned difficulty.

If you're stuck, try:

Aim to reach a playable state and do at least one partner playtest before the showcase.


Showcase + check yourself

Share your game! Give a 30-second demo: name the goal, show it being played, and name one thing you'd add next.

Then check what you learned — answers are after the arrow.

  1. What four things did you decide in your game plan? → Goal, controls, win, lose.
  2. Which blocks did you use to make the player win or lose? → If/then with touching (and a score/lives check), plus a broadcast to show the win/lose message.
  3. What is playtesting, and why does it help? → Letting someone play while you watch; it shows what's confusing or too hard so you can fix it.

Wrap-up


Tips & extra challenges

Vocabulary

Term Meaning
Game design Planning what a game does before building it
Playtest Watching someone play to find what to fix
Win / lose condition The rule that ends the game
Polish Small extras (sounds, messages) that make a game feel finished
Remix Making your own version of someone else's Scratch project

Resources

Practice set

Practise on your own. Answers are after the arrow.

  1. Write a one-line plan for a game: goal, controls, win, lose. → Any clear plan, e.g. "Catch 10 stars with arrow keys; win at 10; lose if you miss 3."
  2. Add a start message that tells the player what to do. → On the player sprite: when green flag clicked → say [Use arrow keys to move!] for 2 seconds.
  3. Make your game end with a clear win screen. → if <Score = 10> then broadcast [you win] → stop [all]; a sprite says "You Win!" on receive.
  4. Change one thing to make your game a little harder, then test it. → e.g. increase falling speed, reduce lives, or raise the score needed to win; play it to check.
  5. Playtest with a partner and write down one thing to improve. → Partner plays for a minute while you watch; note one confusing or too-hard part.
  6. Add one polish item: a sound, a background, or a second sprite. → Any of: play sound on an event, a chosen backdrop, or an extra sprite with its own behaviour.

Going deeper (optional)

Common mistakes & fixes

If it's not working, check these common mix-ups:

What's next

Session 19 — Your First Web Page (Unit 5 — Make a Website): you'll start a brand-new unit and build your very first web page — the beginning of making things for the web.

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