Final project · Scratch: Build Your First Game

Your project, ready to share.

Course overview · Final chapter

Your brief

A catch-or-collect game with controls, a score, and a clear ending.

Choose a topic or theme you can explain. Build on your class project, use the core features below, and keep a saved version that someone else can open. Optional homework and extra challenges are not required.

Before the course

Open Scratch in the browser or installed editor. Load a local .sb3 checkpoint, start and stop it, then save a copy and load that copy again. Confirm keyboard focus and local download permissions before the first class. No public account is needed for the local-file workflow.

Readiness check: Can you open the tool, find your saved file, make a small change, and save another copy? Ask for help with setup before the main activities begin.

Completion checklist

  1. Left/right controls with boundaries and a repeatable starting position.
  2. A falling object that resets after both a catch and a miss.
  3. A shared score that starts at zero, adds exactly one per catch, and ignores misses.
  4. A visible five-point ending and controls that do not continue play after winning.
  5. A new round resets the score, positions, visibility, and controls.
  6. One personal customization, one recorded playtest improvement, and an explanation of event, loop, condition, and variable.

Test and improve

For each check, record the action, expected result, actual result, and any repair. Repeat the test after a change. Keep these notes with your own work.

ActionExpectedActualRepair and retest
Choose one checklist itemDescribe its correct behaviorRecord what happenedExplain what changed

Your project tour

  1. Introduce the audience or player and explain the purpose.
  2. Demonstrate the core features.
  3. Explain the code behind one feature.
  4. Describe a problem you tested and improved.
  5. Make a small independent edit and check it.

Save all project files. Public posting is not part of the course requirement.

Your six-meeting route

Begin with events and saving, then bounded controls, falling objects, scoring, ending and replay, and a final playtest. These are chapter checkpoints, not a fixed minute-by-minute timetable. Save at a working checkpoint if a chapter spans meetings and resume from that file in class.

The guided build and independent check form the core. Optional investigations and extensions can wait; no homework is needed for the next meeting. In the final meeting, share short project tours while allowing time to reopen files, test and improve.

Revision route: Movement problems: revisit chapters 1–2. Falling or catch problems: chapter 3. Score problems: chapter 4. Ending or restart problems: chapter 5. Use chapter 6 to retest the full game.

Sessions, chapters, and optional projects

The course includes six one-hour sessions covering the core learning outcomes. Chapters are learning units, not a timetable: a chapter may span sessions, and a session may cover parts of several chapters. Optional extension projects may be introduced when students demonstrate the core skills and scheduled time remains. Extension coverage or completion is not included in the course commitment.

Find optional extension projects on the course overview