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 clickedsay [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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