CS Grade 6-8

CS: Game Design: Rules, Feedback, and Mechanics

Designing fair, clear, and engaging games

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Designing fair, clear, and engaging games

CS - Grade 6-8

Instructions: Read each problem carefully. Explain your thinking clearly and use game design vocabulary when you can.
  1. 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. 2
    A character in a maze with arrows showing movement directions and walls blocking paths.

    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. 3
    A game character touches lava and a heart icon shows a life being lost.

    A player touches lava and immediately loses one life. Explain why this is an example of feedback.

  4. 4
    A race car drives over a blue arrow on a track and speeds up.

    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. 5
    A simple paper board game with a path, token, die, and pencils.

    Write one clear rule for a classroom paper game where players roll a die and move across a board.

  6. 6
    A character takes damage while the health bar stays full.

    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. 7
    A platform game character jumps over a pit between platforms.

    A platform game lets players jump over pits. Name one mechanic, one obstacle, and one feedback signal that would fit this game.

  8. 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. 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. 10
    A game character collects coins, avoids spiders, and heads toward a door.

    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. 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. 12
    A card game setup showing drawing a card, playing a card, or skipping a turn.

    In a card game, a player can draw one card, play one card, or skip their turn. Explain why these choices are mechanics.

  13. 13
    A mystery box shows two possible outcomes, gaining or losing points.

    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. 14
    A nearly empty timer gives a visual warning that time is almost out.

    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. 15

    Design a simple mini-game with one goal, two rules, two mechanics, and two kinds of feedback. Keep your design school appropriate.

LivePhysics™.com CS - Grade 6-8

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