Game Design & Development · Tiny-Loop Tutorial · Archetype #1
Tutorial: Catch Game
This is the exact Catch Game archetype from What Makes a Game? — already built and running below. Play it, then swap the pre-built sprites, colors, and difficulty using the panel underneath. You can't break the loop itself; that part is locked. Once you've tuned a version you like, you'll build this same architecture two more times: with Scratch's blocks, then from real scratch in JavaScript.
🗺️ The Architecture
Every tiny-loop game starts as a concept, then gets broken into a core loop, a systems list, and a structure — before anyone touches sprites or colors. Here's the Catch Game's architecture:
The four systems, in order of execution every frame:
- Input system — reads which arrow key is held and moves the player rectangle left/right.
- Spawner system — every ~1 second, drops a new item (good or bad) at a random x position at the top.
- Physics system — every falling item's y position increases each frame (gravity).
- Collision system — checks every item against the player's box (AABB); good touch → +1 score, bad touch or missed floor → −1 life.
🎮 Play & Customize
Move with Arrow keys, A / D, or the touch buttons below the game. Catch the good item, dodge the bad one. Score enough points before you run out of lives.
💡 Click inside the game first — that gives it keyboard focus so the arrow keys move the player instead of scrolling the page.
Tune the Game (limited, on purpose)
Notice what you can't change here: there's no field for "how collision works" or "how items spawn." That's the engine — the part every version of this game shares. You're only tuning content, not rewriting architecture. That's the limit, on purpose.
What the two sliders actually touch in the engine: Fall Speed is added to every item's y-position each frame — and it also shortens the spawn timer (max(70 − speed×8, 25)), so faster items also arrive more often. Score to Win only moves the number the locked win-check compares your score against. Same engine code, different numbers in.
👀 Peek at the Code
The game running above is this code — nothing hidden. It's split into two parts on purpose: a small config object you just edited with the panel, and a locked engine that reads it.
✏️ Config — this is what the panel above editsconst config = { player: '🤖', good: '⭐', bad: '💣', bg: 'space', speed: 3, winScore: 10, startLives: 3 };
👆 This block updates live — hit "Apply & Restart" above and watch the exact values change here. There's no separate "demo" version of the code; this is it.
🔒 Engine — locked, shared by every version of this gamefunction update() { // 1. move the player from held keys if (keys.left) player.x -= 5; if (keys.right) player.x += 5; // 2. spawn a new item on a timer if (timeSinceSpawn() > spawnRate) spawnItem(); // 3. move every falling item down items.forEach(i => i.y += config.speed); // 4. check collisions, update score/lives items.forEach(i => { if (collides(player, i)) { i.type === 'good' ? score++ : lives--; i.remove = true; } }); }
🛠️ Now Build It For Real
You've played a working Catch Game and seen exactly how it's built. Next, build this same architecture yourself — twice, in two different tools.
🧩 Step 1 — Build It in Scratch
The "Build the Loop with Blocks" section above already shows the exact scripts — backdrop, sprites, costumes, variables, and all three scripts, block by block, in Scratch's own category colors. Open a Scratch tab side-by-side and copy each script exactly; the game should come to life the same way it does here.
Open a blank Scratch project tab →Want more practice first? Scratch's official Chase Game tutorial covers similar ground with its own built-in guided steps.
Open the official Scratch Chase Game tutorial →