Teach a new move — Game Designer · Pretender
At the fictional Pixel Orchard studio, your game adds a new move: the double jump. Players must learn it without reading a manual. Order the level's challenges so players learn step by step.
Put in order · ~3 min
Your role
You're the level designer (in this game).
Your goal
Order the level's challenges so players learn step by step.
What you know
- Good games teach a move in a safe place, then test it, then combine it with other skills.
Limits
- No text tutorials allowed — the level itself must teach.
Success looks like
- Safe to try — Players first meet the move where failing costs nothing.
- Step by step — Each challenge adds one new idea.
- Satisfying finale — The level ends by combining everything learned.
Skills you used
- Planning — Turning a goal into steps.
- Empathy — Understanding how others feel.
In real life
Famous game levels are built this way: introduce, test, twist, combine. Designers watch playtesters to see where they get stuck and adjust.
Game Designer
Invent rules and levels that are fun and fair.
Explore next
- Software Developer — Build the apps and tools people use every day.
- Architect & Urban Planner — Design buildings and streets people love to live in.
- Teacher — Help others understand — and check that they did.
Keep exploring
Other languages
Loading MyLeoNes™…