Practice identifying game rules, mechanics, feedback, goals, constraints, and balance in simple game designs.
Read each problem carefully. Explain your thinking clearly and use game design vocabulary when you can.
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.