Game Design & Development · Tiny-Loop Tutorial · Archetype #7
Tutorial: Top-Down "Shooter"
This is the exact Top-Down "Shooter" archetype from What Makes a Game? — already built and running below, kept nonviolent by design (pop balloons, zap viruses, spray out fires). Play it, then swap the pre-built sprites and pace 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 Top-Down "Shooter"'s architecture:
The four systems, in order of execution every frame:
- Input system — reads held arrow keys to move the player along the bottom, and a key press to fire.
- Projectile system — each fire press spawns one projectile at the player's position that travels straight up until it hits something or leaves the screen.
- Target spawner system — keeps a small number of targets alive at fixed slots near the top, respawning a new one wherever one just got hit.
- Hit detection system — checks every projectile against every target with AABB; on a hit, the target disappears, the projectile is removed, and the score increases.
🎮 Play & Customize
Move with Arrow keys, A / D, or touch buttons. Fire with Space, Arrow Up, click, or the touch Fire button. Clear enough targets to win.
💡 Click inside the game first — that gives it keyboard focus so A/D and Space control the game instead of scrolling the page.
Tune the Game (limited, on purpose)
Notice what you can't change here: there's no field for "how targets respawn" or "how hits are detected." 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 Projectile Speed actually touches in the engine: it's only how many pixels each projectile's y shrinks by per frame once it's already in flight (p.y -= config.projectileSpeed) — it doesn't touch how often you can fire (there's no cooldown; one key press is one projectile) or how close a projectile has to be to register a hit in collides(). Same fire rate and hit radius at every speed.
👀 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 = { theme: 'balloons', player: '🧑', projectileSpeed: 4, winScore: 15 };
👆 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. fire spawns one projectile that travels straight up if (firePressed) { projectiles.push({ x: player.x, y: player.y }); firePressed = false; } projectiles.forEach(p => p.y -= config.projectileSpeed); // 3. keep target slots filled targets.forEach(t => { if (!t.alive) respawn(t); }); // 4. check every projectile against every target projectiles.forEach(p => targets.forEach(t => { if (t.alive && collides(p, t)) { t.alive = false; p.hit = true; score++; } })); }
🛠️ Now Build It For Real
You've played a working target 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, variables, and all six scripts (using broadcasts to connect Player, Projectile, and Target), 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? Two official Scratch resources cover the pieces this loop is built from.