CS: Game Design: Rules, Feedback, and Mechanics
Designing fair, clear, and engaging games
Designing fair, clear, and engaging games
CS - Grade 6-8
- 1
A game asks players to collect 10 stars before time runs out. Identify the goal, one rule, and one possible feedback message for this game.
- 2
In a maze game, the player can move up, down, left, and right, but cannot pass through walls. Which part of the design is a mechanic, and which part is a rule?
- 3
A player touches lava and immediately loses one life. Explain why this is an example of feedback.
- 4
A racing game gives the player a speed boost every time they hit a blue arrow on the track. Is the blue arrow a rule, a mechanic, or feedback? Explain your answer.
- 5
Write one clear rule for a classroom paper game where players roll a die and move across a board.
- 6
A game has a health bar, but the health bar does not change when the player takes damage. What design problem does this create?
- 7
A platform game lets players jump over pits. Name one mechanic, one obstacle, and one feedback signal that would fit this game.
- 8
A puzzle game tells players, "Incorrect move" every time they make a mistake, but never shows what changed or why the move failed. How could the feedback be improved?
- 9
A game is too easy because enemies move very slowly and give many points. Suggest two changes that could make the game more balanced.
- 10
Look at this game idea: Players collect coins, avoid spiders, and reach a door to finish the level. List the goal, two mechanics, and one rule.
- 11
A game gives players points for collecting gems, but the score is only shown at the end of the level. Describe one advantage and one disadvantage of this feedback choice.
- 12
In a card game, a player can draw one card, play one card, or skip their turn. Explain why these choices are mechanics.
- 13
A designer adds a mystery box that can give either 50 bonus points or remove 20 points. Write a fair rule for how the mystery box should work.
- 14
A game has the rule: "If the timer reaches zero, the level ends." What feedback should the game give as the timer gets close to zero?
- 15
Design a simple mini-game with one goal, two rules, two mechanics, and two kinds of feedback. Keep your design school appropriate.
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