Guided Project

Guided Project

Attack of the Angry Snowballs

Move the catcher, survive the changing attack patterns, and keep the town's emergency cocoa out of the snow.

  • Loops
  • Randomness
  • Coordinates
  • Collision
  • Score
  • Timing

Project brief

What students build

  • A controllable catcher
  • Repeated falling snowballs
  • Random starting positions
  • Collision and missed-object rules
  • Score and loss state
  • Reliable restart

What students learn

  • Choosing a loop
  • Random x positions
  • Changing y over time
  • Collision checks
  • Variables and difficulty
  • Testing repeated events

What students need

  • Browser
  • Scratch editor
  • Keyboard
  • Student-drawn or ordinary built-in assets

The project works with built-in or student-drawn artwork. Saving and sharing depend on the classroom setup.

Suggested build order

  1. 01

    Create the catcher

    Task: Put a player-controlled catcher near the bottom of the stage.

    Checkpoint
    The left and right controls work without leaving the stage.
    Likely mistake
    Changing y instead of x.
  2. 02

    Make one snowball fall

    Task: Start one snowball above the stage and change its y position inside a loop.

    Checkpoint
    The snowball crosses the stage from top to bottom.
    Likely mistake
    Moving once instead of inside a loop.
  3. 03

    Move the next attack

    Task: Choose a new x position before each fall.

    Checkpoint
    Several falls begin in different places.
    Likely mistake
    Choosing a new x during every movement step.
  4. 04

    Separate catches from misses

    Task: Write one rule for touching the catcher and another for passing the bottom edge.

    Checkpoint
    Each fall has one outcome and changes the score once.
    Likely mistake
    Scoring repeatedly while the sprites still touch.
  5. 05

    Build the waves

    Task: Repeat the fall-and-reset cycle, then shorten the delay after a chosen score.

    Checkpoint
    The speed changes at the score you chose.
    Likely mistake
    Making the objects too fast to test.
  6. 06

    Reset the storm

    Task: Restore the score, speed, positions, and game state.

    Checkpoint
    Three restarts produce the same first wave.
    Likely mistake
    Resetting the score but keeping the faster speed.

Test questions

  • Can every snowball be caught?
  • Does a miss count once?
  • Can a snowball appear outside the playable area?
  • Does speed change at the intended score?
  • Does restart restore the first-wave timing?

Common mistakes

  • Random x changes during the fall.
  • The miss line is outside the stage.
  • Catch and miss happen in the same frame.
  • A forever loop prevents the loss screen.

Extension ideas

  • Add a rare giant snowball.
  • Create two wave patterns.
  • Add a temporary shield.
  • Make wind change horizontal movement.

Challenge levels

LEVEL 1

Builder

Add a survival timer.

LEVEL 2

Inventor

Create a readable wave system with changing delays.

LEVEL 3

Boss Level

Design three attack patterns and select them from game state.

What to demonstrate

  • Working catcher movement
  • A repeated attack
  • Catch and miss outcomes
  • A visible score
  • One difficulty change
  • One repaired loop bug