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CS Grade 6-8 Answer Key

CS: Game Design: Rules, Feedback, and Mechanics

Designing fair, clear, and engaging games

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CS: Game Design: Rules, Feedback, and Mechanics

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.

    A goal is what the player is trying to achieve, and feedback tells the player what just happened.

    The goal is to collect 10 stars before time runs out. One rule is that the player must collect stars while the timer is running. One possible feedback message is, "Great job, you collected a star!"
  2. 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?

    Moving up, down, left, and right is a mechanic because it describes what the player can do. Not being able to pass through walls is a rule because it limits how the mechanic works.
  3. 3

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

    Feedback can be visual, sound-based, text-based, or a change in game state.

    This is feedback because the game responds to the player's action by showing a result. Losing one life tells the player that touching lava is dangerous and should be avoided.
  4. 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.

    The blue arrow is part of a mechanic because it creates an action in the game: hitting it gives the player a speed boost. The rule is that the boost happens only when the player drives over the arrow.
  5. 5

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

    A clear rule should tell players what to do, when to do it, and what happens next.

    One clear rule is that on each turn, a player rolls one die and moves forward exactly that many spaces on the board.
  6. 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?

    This creates a feedback problem because the player cannot tell how much health they have lost. The game becomes confusing because the screen does not match what is happening in the game.
  7. 7

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

    Mechanics are player actions, obstacles are challenges, and feedback shows the result.

    One mechanic is jumping. One obstacle is a pit. One feedback signal is a sound effect or animation when the player lands safely after the jump.
  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?

    The feedback could be improved by highlighting the part of the puzzle that caused the mistake and explaining the rule that was broken. This would help players learn how to make a better move next time.
  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.

    Balance means the game feels fair and challenging without being frustrating.

    The designer could make enemies move faster and reduce the number of points each enemy gives. These changes would make the challenge and reward feel more balanced.
  10. 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.

    The goal is to reach the door and finish the level. Two mechanics are collecting coins and moving around the level. One rule is that touching a spider causes a penalty, such as losing health or restarting.
  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.

    Think about what information the player needs while making decisions.

    One advantage is that the screen may feel less crowded while the player is playing. One disadvantage is that the player may not know how well they are doing during the level.
  12. 12

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

    These choices are mechanics because they are actions the player can take during the game. They describe how the player interacts with the game system.
  13. 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.

    A fair rule should be consistent and should not change secretly from player to player.

    A fair rule is that when a player opens a mystery box, the game randomly chooses one result: the player gains 50 points or loses 20 points, and the result is shown immediately.
  14. 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?

    The game should give feedback such as changing the timer color, playing a warning sound, or showing a countdown message. This helps the player understand that time is almost gone.
  15. 15

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

    Use short labels: goal, rules, mechanics, and feedback.

    One possible mini-game is a robot cleanup game. The goal is to collect all the recycling before the timer ends. Two rules are that the robot cannot move through walls and each wrong item costs 5 points. Two mechanics are moving the robot and picking up objects. Two kinds of feedback are a score counter that increases and a beep when the wrong item is picked up.
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