Hacker News new | past | comments | ask | show | jobs | submit login
Ask HN: Platform for 11 year old to create video games?
268 points by IgorPartola 9 days ago | hide | past | favorite | 253 comments
My 11 year old has a lot of interest in creating games. They are a very creative kid currently experimenting with using Power Point/Google Presentations to create a crafting and turn based combat style game but is running into the obvious limitations of this setup. They have some very rudimentary understanding of coding (together we recently created a command line version of Rock Paper Scissors Lizard Spock from scratch in Python and they were able to follow along the whole way), but I don’t think their best bet is to start with a code first platform just yet. Maybe something with scripting capabilities when they need them but mostly with the ability to create a point and click interface with something specific happening on each click.

Does anyone know what’s out there that would work for them in this case? FWIW I don’t know Lua but anything with JavaScript or Python built in would make it easy for me to help them. Thanks in advance!






Been a pro gamedev for 20+ years.

You have a born game designer on your hands. It is important to not assume this means they are super interested in programming. They may be, but game design is its own thing. HN will skew you towards programming first, naturally.

Check these out:

- Adventure Game Studio (https://www.adventuregamestudio.co.uk/)

- Twine (https://twinery.org/)

And these have more visual ways of programming which could let them express their ideas with less friction

- Dreams (Playstation)

- Unity (with Playmaker or Bolt visual scripting)

- Godot

And the other suggestions of Scratch are good, but I find Scratch to feel like a way to learn programming more than expressing game design.

Lastly, explore card and tabletop games with them. It’s a whole thing!


I agree with this other advice. Do "tabletop" first. It doesn't have to be fancy, even just notecards or paper. You can iterate very quickly on the core game loop and "finding the fun". If you do want something fancier than just paper and words, a great option is printing on full page sticker paper and then attach that to chipboard (you can get it cheap online) and then just cut it out. You have a game that feels a lot more real than just notecards. There are lots of online resources for fast prototyping of card and board games. There are lots of Discords around game design and a lot of game conventions have a "prototype" area where designers showcase their games to get feedback and improve them. There are podcasts like Ludology and Building the Game to help give more theory of game design dicussions. (If you are US based, look up Unpub, Protospiel, etc...)

(I design card and board games as a hobby, the industry is very friendly and loves to mentor!)


I listened to the Slay the Spire episode of a game design podcast, and when he mentioned that they were testing things with pencil and paper to “play” the game I was like “wow that’s so simple and so smart”

That works for slay the spire, but what about action games?

I would think you could apply some amount of paper and pencil iteration to most game types, and even if you can’t for action games, that’s fine.

In the context of StS, the specifically were discussing how the mechanics of the Defect character would work. In something more like an action game eg an FPS, you could do something similar with trying out different sets of stats and perks and measuring approximate TTK vs other builds.


On paper, you can test out the balance and math of all the "action" more deliberately. So taking a "fast twitch" game and pretending it is turn based for testing. Of course, you can math out the win/lose percentages and hit rates and adjust your numbers. But one of the good adages in game design is to first make the math right, and then make it fun. Players will perceive different success rates than the math bears out. (See MtG and shuffling and land draws) You may have to adjust off the perfect math to create the experience you want your players to have. It doesn't matter if your game is "fair" if no players feel and believe that and stop playing as a consequence.

Plus, if you are looking to teach a child interested in programming specifically, you might consider Snap/Build Your Own Blocks [0], an extension of Scratch made partially by an instructor of SICP at Berkeley to support things like anonymous functions, prototypes, and metaprogramming. It seems robust enough a child given it now could get right up to undergraduate introductory CS as the genuine article! I would have been amazed if any of the systems to enable kids to make games of my childhood (which I did get a pretty unrepresentatively bad batch of besides) had that kind of potential to them. Imagine a high schooler today reading, say, a blog post about their favorite game's scripting system for its quest designers and implementing its high level beat for beat themselves. Sure it'll run disappointingly slow but the education potential is immense.

[0] https://en.wikipedia.org/wiki/Snap!_(programming_language)


GameMaker is also a good option, it even has a scratch-like visual programming language (but also a more conventional text based language).

Game Maker is what started it all for me over 20 years ago. Once I picked up the scripting language Python and Lua quickly followed. I think I owe my entire career in software to this program.

Another option for tabletop games is printing with The Game Crafter: https://www.thegamecrafter.com/

this is great advice. let them focus on designing gameplay right now. once they've designed a core game loop and they're proud of it, maybe they'll want to learn how to implement it in software, or maybe they'll want to make some sort of physical product (game book, card deck, miniatures, etc.), or maybe they'll want to move on and design a whole new game.

tabletop simulator (on steam) is an easy platform for designing tabletop games. it has lots of built-in assets, you can import your assets, it has lots of built-in concepts that are common to games (zones/hands/inventories/meeples/etc). rules-enforcement is mostly done by the players (multiplayer is supported) just like when playing games in real life, so it's great for prototyping and playtesting without coding up formal logic.


oh yeah, tabletop simulator is a great idea. You want to find ways to let them manipulate existing assets easily and that’s perfect.

Seconding the Dreams recommendation. It's incredible.

I don't think Dreams gets enough credit because it came out at the end of the PlayStation 4's life and it didn't get a lot of marketing, but it absolutely is fantastic. I'd say it's the best implementation of visual scripting I've ever seen, and that's using a traditional game controller (or two PSMove controllers) instead of a mouse/keyboard. That's not even including the modeling tools or music tools.

As someone who makes games, I often hear people ask me "how do I get started?" And my first answer is always "learn C." When they look at me funny, I say, "Try Dreams on Playstation."


Apparently they were working on a PC port but it was abandoned after declining sales. I really really hope someone buys the IP and finishes the port, because it would be a massive success.

One more suggestion are games that have powerful editors or modding tools. Starcraft, Age of Empires, Skyrim, Minecraft

Yes, modding is a great suggestion. So many talented working game developers started with mods.

Inkle as well, it's got an easy online editor and lets you do basically choose your own adventures, kindof like a linear zork/infocom story engine (stories can branch, but usually move forward).

Old school was ZZT (https://museumofzzt.com/file/browse/detail/featured-world/?s...) and https://en.wikipedia.org/wiki/Adventure_Construction_Set

...ZZT especially is interestingly retro with the pixel-art style, and IIRC, quite a decent programming / dialogue capabilities.


Toddlers make up fun games all the time. Isn't programming the point? Where's Roblox? Is there a single Twine game that an 11 year old has played?

The tools in Roblox are not that simple and are pretty geared towards technical people. They're cool! But in this case I think there are better ways to start.

Isn’t that the idea though? To do something technical? I don’t know, maybe thousands of gifted kids are thriving at making fun things in Roblox Studio. They get through the grind because it’s where the friends are. Whereas a kid getting excited about Twine? Seems really lame, which is guaranteed to make a gifted kid only performatively interested.

Eh, I wish somebody noticed when I was a kid.

Lucky I got heavy into programming, which scratched somewhat a similar itch (and it's well paid).

What about rpgmaker? That's the one I found when I was 12


Gamemaker if you want no code. It's free if you're not planning to release games commercially. You can add code later if you want custom behaviors that gamemaker doesn't include out of the box. 2D only.

Godot if you want coding. Coding is required but it uses gdscript which is a python inspired language. The editor is also batteries included, so godot.exe will include everything you need to make a game (aside from assets, but even there some plugins can help). 2D and 3D, but 3D is not "AAA" tier.

I honestly recommend you go for godot. There are tons of tutorials out there to create all kinds of games, specially if it's something basic. It's what I wish existed when I was 11 and had tons of time to mess around.

I'd say look up a quickstart tutorial for both and check if your kid likes any of them.

I see lots of recommendations for niche/toy engines. I don't recommend those because it'll be hard to look up tutorials for them. Having guidance in essential. I also don't recommend your kid get to roblox, sure he might be able to make some money or get lots of attention, but having external motivators can be very detrimental.


GameMaker is generally excellent and decades worth of material, it's original design was to teach students (disclaimer, used to work for YoYoGames a long time ago) not sure where it sits these days, but suspect it's only gotten easier to work with.

I just started tinkering with Godot, seems very, very good and the licensing means you won't suddenly have the rug pulled out from under you.

I'm torn though, the recommendation for things like Roblox seem valid, but indeed it seems like the kind of thing where you will hit a glass ceiling. On the flip side getting started on something more generic may be tedious and cause an 11 year old to lose interest quickly.

I think it comes down to the motivations and nature of the individual - do they wanna learn the skill, or do they want to create something quick that they can show off to their friends? (and maybe go further if they really enjoy it)


I'll give a +1 to Godot; my son and I had fun going through the 2-D game tutorial and customizing the game. We added some physics, and it was quickly hilarious.

Simpler game systems weren't flexible enough to capture his imagination. We also tried to get started with Unity, but we couldn't get past the first steps.


I enjoyed gamemaker a lot. Especially the ease of adding small snippets of code when you wanted to do something slightly more advanced than the normal editor allowed.

If you don't mind doing choose your own adventure style stories, I'd recommend Twine. It's a low-to-no code way to write branching stories, and you can add variables and conditional branching if you want to add a little bit of code. It creates a playable website of your story when it compiles.

I do a lot of heavy coding but I still play around with Twine sometimes because it's fun. I also sometimes prototype the branching dialogue and/or story in my games using that as a tool as well, because I don't have to code anything.

https://twinery.org/

There's also a subreddit for discussing twine games: https://www.reddit.com/r/twinegames/

A couple examples of how far you can take the engine: https://pseudavid.itch.io/the-master-of-the-land

And this one is super addicting. I played it 12 times in a row after trying it: https://johnayliff.itch.io/seedship


And if they use Twine (or other) to create text adventure stories, then they should also look at the annual IFComp (The Interactive Fiction Competition) https://ifcomp.org/

Several winning entries have been written by children or teenagers, with some help from parents.


Seconding this! Twine is the ideal next step for the hypertext-style games OP describes their child having made - it's designed around that exact paradigm of game design, just with more powerful tools.

That's awesome. Thanks!

I would encourage a bunch of different games where making a game is a game mechanic, so this includes:

  * Little Big Planet
  * RPG Maker (from the PS1 days ... I don't know what the new ones are like)
  * Super Mario Maker
  * Roblox (other comments are saying this is bad? I don't know much, but it was my first thought)
  * Dreams for the PS4
The person that made Lethal Company was originally a Roblox dev, so I know that route can work; and LBP and SMM are both great ways for learning how to create engaging and difficult levels. Some of them even have state management.

I played RPG Maker a million years ago and liked it, so I imagine that game or its family is still a nice experience.

I haven't played Dreams, but I've heard it's a strong, interactive environment?


I think Roblox can be bad in a "badly moderated online space" and "potentially abusive monetization/exploitative sharing structure" - the game itself feels good?

this.

the tradeoff is with something like godot you only have examples/tutorials and hardly ever something "finished" or "very fun" or "thing people are playing".

something like roblox or another modding-focused game allows you to see what other people did as inspiration or to show what other people are actually interested in, as opposed to just making things for yourself.


I've massively limited use of scratch in my house because of the "social" aspect. instead of being creative and learning about programming they spent most of their time looking at recommended "programs" by others which mostly consisted of meme videos, annoying sounds, gen alpha slang etc. I never saw much programming "inspiration", at times it almost seemed like allowing them to use tiktok. did anyone else have this experience?

Yeah, that is why currently, we are mostly a minecraft house. It seems the meme-mods are not as common.

All versions of RPG Maker frequently go on sale on Steam, the older ones you can get for pennies. XP, VX and VX Ace support Ruby as a scripting language, meanwhile MV and MZ supports web export and JS scripting. Can't recommend these programs enough.

I remember a few post of games made by children in Scratch https://scratch.mit.edu/

For example:

* https://news.ycombinator.com/item?id=23892698

* https://news.ycombinator.com/item?id=26050913

(My daughter tried to use Scratch, but it's too difficult to cut&paste and move blocks of code, she preferred a text based programming language, so YMMV.)


I'm not a huge fan of scratch (for obvious reasons I'm not the target audience!), but my 10 year old can't get enough of it.

Recently we started digging into some of the more "advanced" concepts (basically arrays and functions) and I was surprised how far you could actually get with the system.

I'm trying to move him off scratch on to something text based, but imo for a kid it's hard to go wrong starting with Scratch.


I upgraded my son from Scratch to Snap! (https://snap.berkeley.edu/). Snap has a much higher ceiling, including collections, first-class code pieces, higher-order functions etc. It pretty openly describes itself as a "Scheme disguised as Scratch" :-)

A pragmatic pedagogical thing I love with Snap! is the ease of creating custom blocks, including macros / custom "C-shaped" control structures. If you have some time, this allows you to "scaffold" helpers that will allow him to create interesting stuff while focusing on things you want him to learn and hiding issues you don't.

* Example: I wanted to teach rendering a custom costume with e.g. health bar or text label. My son is already familiar with Snap!'s turtle-drawing primitives that can render lines & text but there was an impedance mismatch — you draw on the screen, and it does support snapshotting all current drawings to create a costume, but using that involves some careful save-and-restore of much global state (e.g. pen color). I built him a "draw costume" block that takes a body of turtle-drawing commands and affects only current character's costume. If you ask me, Snap! should have had similar API built-in; but what's more important it was easy for me to add one that looks and feels as-if it was builtin. This way I can decide what I want to teach ("you can compute how you appear") and what is incidental complexity.


The social angle of sharing ones games with friends and getting likes etc. and the ability to quickly play it off a link are huge factors that keep motivation high for kids.

This is underappreciated. I've been teaching my son JS but his main gripe is that he doesn't have an easy way to share his stuff in a quickly playable format.


Time to teach him nextjs and get him deploying to vercel!! (Or at least set up a template for him!)

Also, out of curiosity, have you been teaching him JS or TS? I feel like it is a sin to not use TS these days, but not sure if it makes it easier or harder for a new young programmer to learn.


val.town or something similar may be an option?

I'll check that out. I'm not really sure about a narrow js framework. They're so abstracted away from most of the skills that are transferable between languages and technologies that i don't think they're useful as teaching tools.

you can use my aesthetic.computer vscode extension for quick publishing of interactive pieces that work on phones and laptops just the same

Scratch is fantastic.

There are also a number of similar (block-based) tools that let you create your own custom blocks and see the code behind them - e.g. Blockly (https://developers.google.com/blockly)


you can also use microsoft's https://www.microsoft.com/en-us/makecode

it's slightly more user friendly imho, and you could do some more advanced stuff than scratch (i mean advanced as in using text, rather than blocks).


I also like that you can get a pybadge or similar device and run your creations on it.

My 11-year-old still enjoys scratch -- he watches YouTubers like Grifpatch to learn higher level concepts.

There's also PenguinMod which feels like Scratch with more assets.


My daughter is 11 and has been making simple games on Scratch.

There's a lot of assets (images, characters, backgrounds) already in the system. The sending signals and receiving signals wasn't intuitive for her at first, but now she's getting it pretty well.

I don't think she could/would have figured it out on her own yet. Her older sister is 14 and spent a lot of time learning Scratch last year, so she was able to help her over the hurdles (like signaling). The 14 year old was able to learn it on her own, though I did teach her some concepts like loops and variables at the very start.


+1. Scratch indeed is very flexible environment for that (even younger) age group.

Lots of interactive ideas could be easily implemented with already available assets (sprites, backgrounds, sounds), customized too. It's more tooled for platformers. There are many nice tutorials (loadable projects). Tons of books (we used 'Super skills. How to code').

The other day this 8yo even had to face first ever concurrency bug - the race condition. Alas there are no ready mutexes as such in Scratch, but we found a way to synchronize the execution.

At times I did feel that it'd be faster to just type the code, but the kid actually felt more in control doing all the needed coding with touch/mouse.

Also the projects/games are shareable, so friends can load that too.


Indeed. My daughter did a couple of games in Scratch when she was 8 (possibly younger).

But from other comments Scratch seems to have picked up a lot of extraneous crap like social and tiktok in the intervening years (decade).


This is a surprisingly crowded space. Aside from the big names like Scratch, Blockly, Roblox and (to an extent) Minecraft Education. There are heaps of projects out there created by educators who wanted to improve their own course. One particular example I was quite impressed with was Blockly -> Unity:

https://app.code-it-studio.de/course/step/4/44

I've worked in this space a lot: professional game development, led EdTech engineering departments, and worked as CTO of a company building a UGC interactive fiction platform. I've a six year old daughter who is really interested in creating — art, media, games, whatever. My personal opinion is that a lot of these platforms make a critical mistake. They all neglect that game design is hard!

Look at all the games that flop on Steam each year. These are made by professionals. It's disheartening for kids when the thing they've worked hard on simply isn't fun — particularly when they share it with friends and are met with, at best, a shrug.

Kids are going to be different, so it's still worth trying all the stuff that's already out there. However, I'm currently working on something in this space that's a bit different. Basically, removing the complexity of game design from the equation, but still allowing creativity, the ability to program functionality, build new mechanics and the ability for kids to share their work.

Of course, it's an interesting one, because kids most certainly say they "want to build games". It's just that kids, young kids in particular, don't understand what is actually involved in building the games that they love to play. The goal of what I'm building is very much to guide kids to graduate beyond the platform and ideally set kids up to make games from scratch — it's just not a good place to start.


> It's disheartening for kids when the thing they've worked hard on simply isn't fun — particularly when they share it with friends and are met with, at best, a shrug.

One of the best books I've read on this was "Board Game Design Advice: From the Best in the World" by Gabe Barrett of https://boardgamedesignlab.com/ (which is a great designer resource on its own). There's an audio version as well. What's good about the book is it's advice from pro (some very successful) game designers on how they handle failure and ideas that don't work. Until that point, I felt alone in my failures and discouragement. It really helped to hear it's a struggle for everyone.


>Look at all the games that flop on Steam each year. These are made by professionals. It's disheartening for kids when the thing they've worked hard on simply isn't fun — particularly when they share it with friends and are met with, at best, a shrug.

Why should this be a concern? Should people not paint for fun if their pictures aren't museum-worthy? Should they not play basketball just because they aren't NBA material? The point of doing something yourself is to do it, not to compete with professionals.


If the child is creating games because the act of creating games is fun, it's fine- great even! Same thing for painting, or playing basketball, etc.

The point I think GP was trying to make is, if the child is creating games because they want to share the games and they think other people will enjoy the games they created- that's where the problem is. GP is saying that kids can get disheartened because their expectation was others will enjoy their game, when potentially (very likely), others won't enjoy their game, because game design is hard. Adults may be more able to handle this emotionally and 'push through it', but children could potentially take this poorly and not want to continue game development because of the negative reactions of others.

We should absolutely continue to encourage game design (or really anything a child is interested in); I would say generally we should be aware of this potential concern for anyone developing games.


of course it's a concern because kids don't know that there's going to be a big gap between what they create and what they envision so it's disheartening for them

Well, I wrote games as a child in BASIC in the 1980s which weren't on the same level as the commercial assembly-language games. but I still enjoyed doing so.

That's why ideally game making is a collaborative activity -- if they make something with at least one other person, there's at least some communal appreciation for the effort.

Whatever you are currently working on sounds so interesting!

> > It's disheartening for kids when the thing they've worked hard on simply isn't fun — particularly when they share it with friends and are met with, at best, a shrug.

An easy way around this is to have kids include their friends as characters. Even if it's just a name and reasonable facsimile. And add some silly humor.

Yet another run and jump platformer game with a made-up character is going to be boring. A platformer where Billy from down the street farts jelly beans every time he jumps will probably get a few playthoughs and shares.


Roblox studio. My son is a sound designer for some of the top games there. He's also learning programming in Lua for Roblox platform.

It is a small community of mostly kids aged 15-25 as far as I can tell. It doesn't seem like any professional adult game developers are part of the community (I got an inside view when I took my son to RDC this year).

The top game developers are making millions of dollars per year (they're paid in Robux and converted to USD).

In short, thriving ecosystem with lots of kids having fun doing creative work including creating games, writing code, designing graphics, designing sound effects.


Concur with other comments here when I say: do not throw your child into this incredibly exploitative community

I’ve read about these concerns but my kid is 11 and on there all the time, often with me over her shoulder, and I’ve never seen any sign of it.

It’s a huge platform for kids so I’m sure there are some creeps but there are plenty of controls in place to deal with that and even so, again, I’ve never seen it.


There's also the financial exploitation. https://youtu.be/_gXlauRB1EQ?si=C4prkNgGgK0bR_MX

The creeps are only part of the problem. The platform itself is deeply exploitative and harmful. It's full of "you can make games and get rich" messaging that's just a lie. To say nothing of even if you are successful, they will take a staggering cut, and may not pay at all.

Keep your kids as far from Roblox as you can.


I have similar experience to yours. I would prefer them not to be on it but it has network effect, as their friends are all on it too.

Required reading before throwing your child into the machine that is Roblox: https://www.theguardian.com/games/2022/jan/09/the-trouble-wi...

tldr; teenagers on the internet. Nothing here described at Roblox doesn't happen to teenagers on the internet as a whole; Discord, IM. At least the people learned a valuable skill in Roblox.

When I was on AIM, I was never pressured into joining an asset sweatshop by older kids online. Stay far away from Roblox.

Pretty disturbing reading about predatory behaviour on Roblox:

https://www.bloomberg.com/features/2024-roblox-pedophile-pro...


Good god that article shows how immoral roblox's owner is. They also seem to be very ignorant about online abuse, probably intentionally.

It's not a drag and drop environment, but it is JavaScript: https://p5js.org/

Basic 60 frames a second canvas and the rest is JavaScript.

Pair that with the excellent Coding Train series https://youtube.com/@thecodingtrain

To get around the "serve a webpage locally" problem, you could either have Python or Node serve a webpage, or I once rigged up a samba share and a small web server on a home server and turned a kid loose on it ... It didn't take, I should have spent more time helping them daily on it.

But that's an idea.


I’ll second p5.js and the coding train video series. They are quite good, fun and more advanced than than the videos make them out to be.

P5 also has an online dev environment which is good enough. If you create an account you can save stuff online (make sure to backup, another good lesson).

https://editor.p5js.org/

New ones are infrequent but there is a fairly complete set on the web.

Ive also started playing with https://phaser.io/. It’s more of a game framework in JavaScript with built in libraries for collision. The getting started tutorial is decent/short and gives a good idea of what is going on.


You might also want to pair it with The Nature of Code: https://natureofcode.com/

P5 is definitely what I'd recommend to a lot of people for actually starting to learn to code although I think in coding a game it might fall down the second you want to do collisions as you're going to have to roll all that yourself from scratch.

In 2024 I'd be tempted to say if you want to make games it might even be better to just get started with Unity, Unreal or Godot and YouTube tutorials + AI help might be enough to smooth it out enough.

The absolute basic stuff might be trickier than a system where it's quite easy to draw on a screen in a few lines but the stuff of collisions and beyond are way easier.


For collisions I can say p5.play has been an excellent plugin for p5 to handle inertial physics and collisions.

I would suggest that the novice game developer might enjoy rolling their own basic collision detection ( object overlay, mouse-over, inertia-ignoring collision resolution, etc), but obviously that is not fun or convenient for everyone.

https://p5play.org/learn/ (AGPL licensed with commercial exceptions available these days, it seems)


Cannot recommend this enough!

When I was that age I made a bouncing ball in Flash (ActionScript, similar to JS).[0]

This is still my "hello world" when trying out a new game dev environment because it covers:

- drawing

- movement

- input

- acceleration

- gravity

- friction

- collision

And all of these in essentially the simplest possible way.

Most of all, it's a lot of fun to have a bouncing ball, and even more fun if you can use the keyboard or mouse to play with it!

For a more structured approach, I'd say draw a circle (or square), then add movement, then make it fall down, then a floor to catch it, then bounce it, etc...

[0] It's not too hard to do in pure JS / Canvas (I am very fond of tiny builds with no dependencies), tho the canvas API is surprisingly unpleasant, so I'd recommend something like Pixi or Phaser.


I still lament the loss of Flash. It’s ability to get in there and as a single user do everything from design to animation to code front end and back end was enormously flexible and easy for creatively engaging and creating. It fit the “bicycle of the mind” concept.

As far as I know, no single tool has replicated that kind of freedom. For rapid prototypes that one could actually iteratively build on top of top make a full application it was amazing.

I know about the issues and why it isn’t secure etc etc, but in terms of you could interact with it to create we are still at a loss.


I've dreamed of cloning Flash for a long time. Aiming for full compatibility is infeasible (unless you can convince the Ruffle folks to give it a go once they're done with Ruffle!), but aiming to capture the spirit of Flash (e.g. build Flash like authoring tools on top of TS/WebGL) is certainly doable.

The Wick editor was one such attempt, though it didn't gain traction and was abandoned.

Also there seem to be quite a lot of us who feel this way -- a dozen or more every time Flash is mentioned on HN -- maybe it's time we got organized? "Everybody talks about the weather but nobody ever does anything about it!"


I feel you.

I have looked at the Wick Editors source code and managed a sucessful build with some minor changes and felt picking it up is doable, but not easy. But a satisfying way to develope for me, would require a rewrite of many parts. Or most parts, except the UI ..

Pixi as the graphical base would be the way, I think.

But I could not do it as a side project as of now, maybe one bright other day.


Have you checked out https://haxe.org/ It supports Action script, and is the spiritual successor to Flash

When HTML5 was supposed to replace Flash, I just thought I didn't know enough about HTML5. Turns out that it was never an adequate replacement and it was just more Web 2.0 sterility.

I mean, I miss silly flash games and 0 other applications of flash. I can see why people miss it from a creator point of view, but it was extremely annoying in general.

It was a double edged sword. If you were not good at making something it would show, but if you wet good and wanted to do something out of the box it was incredible flexible.

From the stand point of freedom for the individual to create in their own way digitally it is unmatched. People can learn UI and UX but it’s really hard, nearly impossible to create a vast ecosystem and the the community that flash once was.


It was great for animation with interactions. Also, flash files could easily be saved and shared offline.

For anyone wanting to do this in JS, check out Dan Shiffman’s Nature of Code https://natureofcode.com/

Uses p5js, so nicer than pure canvas.

Note there’s a big leap from making a simple physics toy to making a game.


I actually turned my "ball that can accelerate with keyboard input" into a physics puzzle platformer with minimal additional code (platform collision).

I rebranded the ball to a box and made it so it plays a rocket animation in each (opposite) direction when you press the arrow keys. (In Flash, this was trivial!)

Made it so you had a certain amount of fuel and had to land to refuel.

I remember all of this taking a day or so, but I might be misremembering.

I had it mostly working but then I changed something, broke it, and didn't know how to fix it. (Box kept sinking through the floor)

These days I'd probably just use Box2D hahah


Many bouncing balls are also doable without knowing any actual physics. Balls overlap? Push them away from each other such that the next frame they'd no longer overlap. The result looks surprisingly acceptable.

And if you add some blur (I think in Flash this was just a property you can set) based on how fast the ball is moving, it somehow looks more satisfying still.


One of my favorite projects was a bouncing ball sim synced over the network. So you could mess with the balls in one window and it would update in the other too. I never added ball-on-ball action though...

Roblox Studio is a very powerful system, my 8 year old has played around with it to make simple maps and obbys. People have coded Call of Duty style games on Roblox (such as Frontlines) so it's pretty surprising how far you can stretch the engine.

Humble Bundle has a Godot bundle is available for the next day or so. That might be a good one to look at if you're ok with leaning into code a bit (gdscript is very very similar to python). https://www.humblebundle.com/software/learn-godot-43-complet...

Also check out the RPG Maker bundle. That's pretty point-and-click. You can have something basic up and running in a couple minutes (literally just paint your tiles onto a map and click Go and you'll have a little jrpg). If you use the newest version, you can script it in Javascript. One major selling point here is that their "runtime package" (RTP) comes with a TON of game assets to use, so you don't have to track down/make art if you don't want to (you can, but I often get blocked on art when I'm playing with game dev). https://www.humblebundle.com/software/gotcha-gotcha-presents...

GBStudio is another good (free) one to look at. It's point and click for the most part and if you get a flash cart, you can play your game on a real Gameboy. Definitely not gonna be the most flashy, but it's a good exercise in making something fun with limited resources available. https://www.gbstudio.dev

GDevelop is another no-/low-code option: https://gdevelop.io

Defold is another scripting-heavy option (Lua): https://defold.com


Microsoft MakeCode Arcade is terrific. It has both a block interface and real Typescript under the hood, and you can switch back and forth anytime.

MakeCode Arcade also has the ability to put your games on physical hardware, which can be a game changer for engagement. A simple game on a 128x256 grid can feel a bit “rubbish” on a laptop screen, but put it on something with a Gameboy form factor and it comes into its own.

Arcade also has amazing editors for sound, sprites, etc.

Here’s Flappy Bird https://arcade.makecode.com/88444-57913-28610-31751 (Not made by me!)


We make Construct 3: https://editor.construct.net

You can start with a visual block-based system and move on to JavaScript/TypeScript. We have a lot of schools using it to help teach programming concepts in a fun way. Happy to answer any questions!



+1 to that

Both my kids did try out Scratch, and would create a lot of funny things with it on rainy days. It is well thought through and easy to learn.


I had a blast with Klik'n'Play as a kid. The modern version is called Clickteam Fusion. Revisited it a while ago with my nephew, it has a pretty good tutorial.

https://en.wikipedia.org/wiki/Clickteam


When i was young i started with Power Point too, then i started using "The Games Factory" from Clickteam. I think thats what started my programming path.

I used to work on the Construct 3 game engine. It’s great for doing small games. You can do a lot by just dropping images in and adding “behaviours” like “platformer movement” and “solid”. Which is enough to build a simple platform game without any coding.

It scales pretty well from that, allowing you to build logic trees in a scratch like environment or go full code with JS.

Trial version is free, and browser based so no install. Loads of examples and demos in the editor to try as well.


Construct 3 is great. I used to it to teach at a camp. I would recommend this over everything else in this thread. It has a low barrier to entry, with the option to learn JS a bit at a time as the kid's skills grow.

Do you have a Nintendo Switch?

I bought:

https://www.nintendo.com/us/store/products/game-builder-gara...

and gave it to a co-worker's kid who enjoyed it quite a bit and said:

>This is the greatest game ever!


I could also recommend Fuze4 and SmileBASIC for Nintendo Switch.

They're a lot more advanced, essentially each has it's own scripting language + code editor + a lot of quality assets.

I know the reputation of Basic, but SmileBASIC is using more modern iteration of the language, it's not your BASIC from commodore or dos. I also find their documentation and overall number of available functions exceptional.

Fuze4 has a nice community, they also have a youtube channel with tutorials and competitions.

They all have a special place in my heart, because these 3 apps is how I started my programming hobby, before moving to Lua and, recently, to Nim.


Game maker studio might fit the bill: https://gamemaker.io/en

+1 here. I've been facilitating a video game maker club for kids aged 11-15. I have ~7 kids who come. Most kids are 11-13 but 2 are 15.

Since they're all new to programming in general the club has mostly been me teaching them. The kids are having a ton of fun. It's slow moving. But they love it.

They also have the GUI scripting instead of the javascript. I haven't actually tried it.


This is what I used when I was 11. Been 15 years since I last used it, so no idea how much it's changed. The thing that was nice about Game Maker for young me, was that it had a drag and drop and programming language interface and you could switch between the two pretty seamlessly. This really helped me learn how to code early on.

Like other commenters I used Game Maker 20 or so years ago and not only made games but also programmed little utilities to solve problems at my Dad’s work. It was a phenomenal blank canvas for creating games and programs and learning to program (because there’s both Scratch-style drag and drop programming, and a programming language).

+1 for GameMaker, though I used it about 20 years ago as a kid. I don't know how well its developed since then.

+1 for GM

I started with the World Editor from Warcraft 3 around that age, creating custom maps, gamemodes and spells/abilities. It has scripting capabilities that is somewhere between GUI code and actual code. There's also a lovely community around the World Editor over on https://hiveworkshop.com. Picking the latest custom spell updated as a showcase, if you expand the "Spoiler: Triggers" you can see how the "code" looks like: https://www.hiveworkshop.com/threads/frost-field-v1-0-1.3556...

There are a lot of custom maps in that game that has later become their own standalone games, the most well-known is probably Dota 2 that is the successor to the DotA custom map in Warcraft 3. I hear the Warcraft 3: Reforged update brough Lua support, but the "old" way of using the GUI or JASS is still supported so there is a natural learning path from the simpler GUI code to more advanced JASS or Lua code.


Agreed, hook your kid to wc3 and its custom maps first and scripting new maps will come neutrally. At least it happened to me back when I was a kid

I came here to recommend Warcraft 3 also. It's how my son started on the path to coding. Being able to add to an existing platform gave his early efforts some polish that encouraged him to continue.

I highly recommend Scratch! I wrote a post of the resources that my kid used. It's the lowest friction way I know of to get kids actually creating something fun, with a pretty fast fast feedback loop.

https://chrissvec.com/scratch-resources/

On there I recommend 2 excellent tutorial series by Digipen that got my kid started, and then a higher level "Scratcher" to follow who has excellent tutorials that are more advanced than the Digipen series.


I suggest Unreal Engine, 11 years is old enough to follow tutorials on YouTube. I think I was at around this age when I played with Game Maker on Commodore 64.

There's not much coding required in UE, but there's some learning curve that's for sure. Having an instant feedback however is really good for learning.

I would also suggest https://www.rpgmakerweb.com/ which is a good for 2D RPG games, there are quite a few variants of they they released.


I’ve used Unreal Engine professionally for about 7 years and I would NOT recommend it to an 11-year-old, for much the same reason you don’t first teach people to fly in an Airbus A380.

I WOULD, however, recommend Unreal Engine for Fortnite (UEFN), which is stripped down and focused while still being powerful.


There is something really powerful about using the same tools professional developers are using, as an 11 year old.

FWIW, I started modding UE1 games at about 12. Starting from something was nice, but it was otherwise accessible enough. And BP just makes it more so.


RPG Maker brings me so many good memories... highly recommend!

There are lots of good suggestions here. My first preference would be pico-8 (already mentioned).

But also I can also suggest another interesting option: GB Studio - https://www.gbstudio.dev It's a quick and easy to use drag and drop retro game creator for game boy. It also supports visual scripting.


Try Enu

https://getenu.com/

Enu is a 3d live coding playground where you can control objects with code. Similar to LOGO but in 3d. It uses Nim - language very similar to Python and easy to pick up.

Duscussed previously on HN:

17 comments - https://news.ycombinator.com/item?id=36966116

6 comments - https://news.ycombinator.com/item?id=38520901

Nim forum post with announcement of Enu 0.2 and some useful links: https://forum.nim-lang.org/t/10700


You should definitely take a look at Struckd Studio which is now part of Unity Play - https://play.unity.com/en

It's still a little buggy in places, but nothing that can't be overcome.

You can drag and drop in 3D assets and many of them come with built in and easily changeable behaviors. Then there is a node based programming language that you can use to make alterations.

It's web based, but also has iOS and Android apps available for editing and playing the games.

edit - I'm an educator working in the CS ecosystem, and am playing with Struckd with the intention of making a suite of learning resources.


My suggestion, as a game developer for nearly 30 years: pico-8. If you have any questions. Ping me on Twitter. It's the weekend after all ;)

My 9 y.o. has gotten a lot out of two platform game makers: Bloxels (https://www.bloxels.com), and the Jerry Lawson Google Doodle (https://doodles.google/doodle/gerald-jerry-lawsons-82nd-birt...). They’re both limited but a nice introduction to the creative elements of game design.

My kiddo want to make game on Nintendo Switch, which is almost impossible at this time, but I recently found Fuze 4 (https://www.nintendo.com/us/store/products/fuze4-nintendo-sw...) that allows him to do exactly that. Quite happy with Fuze's workflow. We can even connect an external keyboard so he can type on it.

SmileBASIC is another coding environment on Switch. The DSi and 3DS versions were quite popular, I'm surprised the Switch version didn't catch on as much as they did

My 11 year old cousin loves Scratch. He's made several games and "movies" using it.

Another more powerful alternative is Stencyl: https://stencyl.com/


https://microstudio.dev/ - supports JavaScript and Python

The natural evolution from PowerPoint would be something like HyperCard. Unfortunately, there are no good modern versions of HyperCard that are easily available. I guess the closest is Decker, it was discussed on HN here: https://news.ycombinator.com/item?id=40292181

There's a native version on itch: https://internet-janitor.itch.io/decker

For me, this is frustratingly close to being absolutely awesome, but the visual adherence to what HyperCard looked in the 80s prevents it from being a genuinely useful professional tool. It replicates the reason why HyperCard died a slow, painful death.

For learning programming, it might be perfect, though, and the visual restrictions might make it less daunting for children to create their own graphics.


You can try https://make.gamefroot.com/ it’s specifically designed for kids aged 6 to 14.

It’s used by a bunch of primary schools to teach kids programming via games.

It’s drag and drop interface where I believe you can drop into JavaScript as well.

Haven’t used it myself but met the founders at a game conference.


I think it’s very smart of you to only start with a simple game builder and not assume this means your child is “born to be a game designer” or interested in programming. Most kids like video games and I imagine video game designer tops the list of jobs kids want to have when they grow up, right next to YouTuber.

The question is whether that interest is actually a lifelong one. In my case, I applied to some degree programs for video game design, but ended up going to something else entirely. This turned out to be a very good thing, as I slowly lost interest in gaming over the next decade, as is natural for a lot of people, I think. Nowadays I still enjoy the occasional game, but would never consider making it my career. Had I assumed that my teenage interest in gaming was a deeper lifelong one, I think I’d have made some poor decisions in terms of education, jobs, etc.


When I was only slightly older, I was part of an RPG maker community. Skills I acquired there regarding image editing/manipulation, writing reviews, looking out for things that seem unnaturally regular, social communication, and whatnot still serve me today. It was a very creative place to be. There was a screenshot thread in the forum and almost every day I would check it out for new posts, reading people's reviews and write some myself. I remember spending hours and hours making a faceset too. Trying to fit those emotions onto the 48x48 pixels.

I would recommend such a community, but I am only aware of one bigger community like that surviving (multimediaxis forum[1], which could be great) and my old community does no longer exist, which saddens me to this day.

[1]: https://www.multimediaxis.de/forum.php


I've done lot of volunteering programming with children and also have an 11 year old. Three obvious options: Unity, Scratch and Python with PyGame.

Unity sounds like the best fit to me - some code but a lot of interface. Code Club has a series of Unity projects which form a good getting started series: https://projects.raspberrypi.org/en/collections/unity As a Python programmer myself I found it fine helping my other son with those.

My 11 year old makes lots of stuff on Scratch by himself and has lots of fun. Scratch has pretty much become the default coding platforms for that under-12 age group. There are lots of resources and it's very easy to get making games, but it's limited in various ways and I have reservations about how great an introduction it is to programming beyond the real basics like variables and loops. If your child was seven or eight I would recommend Scratch, but feel like an 11 year old would probably be better off starting with something else.

Python is another option because you can help there and PyGame is the obvious library to use. It's quite a bit of work for somebody new to Python to make anything that feels like a game, although not impossible (I've been making a flag guessing game with my 11 year old in Python but using Tkinter instead) so more delayed gratification is definitely needed. You'd probably have to help a lot and there are a lot of concepts to learn - just becoming confident in how things like lists, dictionaries and objects work takes some time at that age. There are some books that lead you through making games with Python and PyGame though - Mission Python and Python Hunting spring to mind, with the caveat that I haven't worked through all of either of them. I think most 11 year olds would struggle to work through those books by themselves though, but if you skim through them and use them as a road map for making a game together, then they could be worth a go.


Lots of good suggestions here, but I feel that on the rare occasions when you see 11-year olds actually making games, they are generally in Minecraft or Roblox.

You could look at Adventure Game Studio: https://www.adventuregamestudio.co.uk/. It does require some scripting, but you can get away with very basic stuff. Here's an overview of the scripting language: https://www.adventuregamestudio.co.uk/site/ags/tutorial/scri....

Another option I have not tried myself is GDevelop: https://gdevelop.io/. It looks like you can get pretty far without any code at all, although you do that with an "events" editor that is basically a simple visual scripting language.


The updated manual for AGS is maintained in GitHub, a tutorial is here with some screens of the Editor https://adventuregamestudio.github.io/ags-manual/acintro1.ht...

A good place to start with kids that age is Scratch: https://scratch.mit.edu/ The visual programming style may turn off experienced programmers, but it's a full game engine, there is a big community of other kids out there, and at this stage, programming is about basic concepts like variables, conditions, loops and functions, which are all represented here. And of course, game development is about more than code: Scratch also lets you add sound and graphics, and has an easy to use actor model.

There's also a neat voxel-based RPG engine called RPG in a Box (https://rpginabox.com/).

For Python, there's pygame, which requires a lot more code, but let's you make sprite-based games in a "real" programming language, if that's more your speed. Python also has classic turtle graphics, but that doesn't usually get you very far for making games.

Finally: I've used all of these (and other) tools with kids in that age group, as a mentor at events like Hack The Future (https://hackthefuture.org/) and Hour of Code (https://hourofcode.com/). Look for an event like this in your area, they are really fun to attend!


Roblox and Fortnite UEFN are both platforms that have a lot of batteries included, and nice around building. Roblox is longer invested, but Fortnite has much better constructed financial incentives. But they are both code platforms, luau for Roblox and verse for Fortnite (maybe it has BP support)

UE is good, has BP, and it’s nice to be using pro tools from an empowerment perspective. I’d maybe pick a starter game to start from rather then from scratch…

Also, about Lua, It’s not so far off from JavaScript (pre classes) just tables instead of objects, and you have to construct prototypal inheritance from more low-level metatable methods. But after you get past the higher level quirks/syntax you should feel right at home.


Strongly recommend against Roblox, as it's got a pretty long history of being predatory towards children through marketing, sales cuts, etc.

My son is in the same age group. These are some notes for what worked well for him.

Godot and Gamermaker are great because they have loads of tutorials on YT. He can sit down and work through those pretty comfortably. These work better than Unity \ Unreal because those have so much to learn and a long time before you have something playable and many tutorials would switch out to an IDE and had loads of files which overwhelmed him.

He started with Scratch and built up to some pretty complex gameplay. What's nice with this is that he was able to remix existing games he liked that others have published. This meant he learned more as he modified. Checkout griffpatch on YT for the more complex stuff.


https://gamemaker.io

You will not find better...


and with the ability to create a point and click interface with something specific happening on each click

Also, as you need: GameMaker Language (GML) is GameMaker's scripting language. It is an imperative, dynamically typed language commonly likened to JavaScript and C-like languages


Plain HTML and JS, aka a web browser.

I know it's every programmers favourite past time to hate on the web platform, but BASIC had a similar hate, yet it kind of was a well placed language for beginners.

The web browser is the closest modern equivalent of booting into a basic prompt on $YOUR_FAVOURITE_80s_PC, without being as arcane or limited. You can hit f12 and start poking around immediately, on any modern computer... You don't have to install compilers, libraries or complex dev tooling, just write a single plain text file and you have access to a pixel buffer (canvas) in the most documented and optimised scripting language in the world.


There are also plenty of HTML game frameworks like Phaser, which allow you to put sprites on a screen and show particle effects almost immediately:

https://phaser.io/


Not sure if this meets your specifications, since it's code first, but Processing (in it's JavaScript incarnation, p5.js[1]) might be worth looking at.

In terms of games that include content creation tools within them, I've been impressed with Fortnite and Rocket League. Using the in-game editor may be a good gateway to building mods offline.

1 - Examples https://p5js.org/examples/ and on online code editor https://editor.p5js.org/.


Many great suggestions in this thread. Some that I didn't spot:

Lua isn't tough to pick up given you already know JS and Python. It's a bit of a weird hybrid of the two in its own unique ways. If you show that you are learning it with your child, sometimes that can be a great experience. Löve2D can be a fun, very self-contained sandbox: https://www.love2d.org/

On the Python side, Ren'Py can be a great place to start. Visual Novels may not be half as popular outside of Japan, but Visual Novel-like conversations are everywhere in modern games and you can start with easy to script "Choose Your Own Adventure" Visual Novel conventions and expand to a wide range of genres from RPGs to "life sims" to some form of turn-based strategy games easily from there (and just about anything with more work). Ren'Py starts from its own relatively simple conversation-focused scripting language with Python-like conditions, and then allows you to expand towards custom Python code as you get familiar with it. https://www.renpy.org/


I have used Kaboom https://kaboomjs.com/ to help a diverse group of kids build a simple 2d game together. It’s a toolkit specifically geared toward 2d platform we type games but it could be adapted to make other 2d games. I liked that it was just JavaScript under the hood so you can introduce many programming language concepts, but the engine makes it easy to get things going with very little code. There are also lots of opportunity to focus on design aspects over pure code.

You can also use it online with Replit https://replit.com/@replit/Kaboom#code/main.ts which lets you get up and running quickly and share your work online easily.

Apparently it is no longer actively maintained by Replit, but I’m guessing it still works fine and there is also a community fork: https://github.com/kaplayjs/kaplay?tab=readme-ov-file


My son started with Scratch and did that for a few years. Then he tried Pico-8 when he was about 10 years old and got really interested on it. About a year ago, he tried Godot, and has been using it since. He is mostly a self-learner so he was able to pick up each of these on his own. I only gave him suggestions on what to try.

I would recommend starting with Scratch as many have suggested. It is easier to pick up than other options, and kids can always move onto something more complex later on.

There is also Arcade MakeCode (https://arcade.makecode.com) which is similar to Scratch.

Some of my son's projects:

- Godot: https://arandompsi.itch.io

- Scratch (rather old): https://scratch.mit.edu/users/codewithliam/projects/


Modd.io [0] is a great platform that's relatively easy to get into and start making games. I suspect it would be a fairly good entry point for kids and it has the added benefit that your child can share the games they're making with their friends to play together live.

They have fairly good documentation [1] and if videos are more your child's thing, the founder/developer is incredibly active on YouTube and posts videos [2] and live streams fairly regularly.

They also have templates for a good number of different game types/modes that you can start off with, eg. platformer, tower defense, car racing, MMORPG, etc.

[0] https://www.modd.io/

[1] https://learn.modd.io/

[2] https://www.youtube.com/@baldgamedev/videos


Here’s an unconventional choice: grab a copy of the old RPG Maker XP and let them at it. Most of the difficulty is selecting and arranging art assets.

There are scripts, but the language syntax is all controlled by button presses and dialog boxes, so it’s difficult to screw up.

If your kiddo is more programming-inclined, PICO-8 is self contained.


Self-contained and constrained on purpose; if you go with e.g. Unreal or some other big engine, there's a real risk of making something too big, whereas pico-8 limits you in how big a game can be.

Not specifically game related, but adjacent. Sonic Pi (https://sonic-pi.net/) is designed for making music specifically with kids in mind, and they might accidentally learn a whole bunch of programming concepts as a side-effect.

DragonRuby https://dragonruby.org/

I had so much fun with this with my 7 year old. Was super easy to take their art and make games with it. You can start by editing one of the many example games it comes with.


Scratch is great. I learned Scratch as a ~11 year old and it sparked a love of building things that brings me joy even today.

I think the reason Scratch was good is that it channels your interest in building something fun and interactive and gives you a limited set of tools to figure it out, like "how do I make bullets?" -> understand how the touch event works. But it doesn't force you to do that much of it, unlike a real game engine (Unity/Godot are nice for later but not a first introduction I think).

Also one of the best things about making a video game as a kid is you can show it to your friends! Getting feedback and navigating your limits is a great learning experience ("no, that's not possible because...").


You might be interested in Candli (https://cand.li). It is the result of research into making video game creation accessible to children, with a focus on combining technical and artistic development (https://gtc.inf.ethz.ch/research/game-based-education-and-le...).

I've had fun teaching kids to program for the Playdate, both with their top-down RPG toolkit, and their Lua developer environment as an intermediate level exercise. I find they're really motivated on this platform for a few reasons:

– The fact that they publish their games onto a polished handheld, rather than a toy environment;

– The fact that the Playdate has robust developer environments (incl. simulator)

– The fact that they learn Lua, which they know is a pretty transferrable skill in gamedev;

It also provides a nice environment for kids to start learning graphics techniques and work at the event loop level, if that interests them too.

The downside is that you have to shell out for a Playdate, but at least not the dev environment!


On a smaller scale, there's an entire genre of 'interactive fiction' text games a la Zork. The scripting / authoring is fairly easy to pick up. https://textadventures.co.uk/

Decker is fairly "powerpoint-like" in the sense that it's organized around a set of "cards" that can be drawn on. It's designed to allow users to create simple interactive projects without any programming, but there's also a powerful scripting language available for more sophisticated projects.

http://beyondloom.com/decker/

Some examples of how people are using Decker:

https://itch.io/games/tag-decker


I don’t think it has been mentioned here, but dot big bang is pretty cool and suitable for young game dev-curious kids.

It has a fairly easy learning experience if you want to do very basic things, but opens up into an impressively capable editor if you want it to.

I worked on it for a year and the team behind it is awesome. Great people who are passionate about what they’re doing, care a lot about the kids using the platform (making it kid-friendly matters a huge amount), and put a lot of effort into making it genuinely fun first (rather than chasing trends for example).

Not sure how it compares to other options but it’s worth checking it out. I often wish I still worked on it.


I started on my casio when I was 12 ish back in the early 90s, and it was great for me cause I suck at graphics. Instead of pixels, the only output I could use were chars on the calculators grid. Something like 6 rows, 12 columns, like: ^ is your ship, * is the bad guys, and I is a laser. Games I remember making were - going through a tunnel avoiding walls that get progressively narrower - something like space invaders - snake of course - and some specific stuff to make fun of my teachers.

Would highly recommend Zero engine - it was used by DigiPen for their summer camps (which I attended)! The scripting language is a custom one called Zilch, but it should be straightforward to pick up if you know JavaScript.

https://github.com/zeroengineteam/ZeroDocs/blob/master/getti...


Don't underestimate kids... just give them proper tools, and they will surprise you.

JavaScript is a very forgiving language to learn:

https://playground.babylonjs.com/

Game level designers are also a fun high-abstraction, and won't overwhelm the impatient.

https://levelsharesquare.com/games/supermarioconstruct

Have fun =3


JavaScript has me scratching my head when I can't see why something won't work and I don't get errors in the console.

JavaScript debuggers usually support breakpoints with the "debugger;" Keyword.

You are not confined to "console.log()" methods...

Also, setting regression tests with explicit object type checking on well structured source trees will help narrow the search for design flaws (i.e. minify single file includes should be at the final packing and CDN file hash signature stage.)

Best of luck =3


Try TIC80 https://github.com/nesbox/TIC-80

Very mice, multi programming language support


TIC80 is great, and I like that it drops some of the arbitrary restrictions that Pico has. And there are some pretty impressive demos including 3d rendering.

Also super easy to deploy your game with builtin emscripten generation


I bought an external keyboard for my phone so that when I'm outside somewhere and bored out of my mind I can code on something in TIC-80

The fundamental mistake most people make with introducing kids to game making is making them code first. This, and other companies, have a good staring point of using hands on things to understand the fundamentals of game design and then go to code. https://www.buildgamebox.com/

https://github.com/hajimehoshi/ebiten (golang) and https://github.com/gosu/gosu a (ruby) are, IMHO, worth exploring if you want to put some emphasis on coding.

I got AI to make this for me a few months ago. It took a few prompts, including fixing a couple bugs I introduced by accident. It even picked the emoji's.

https://rockpaperscissorslizardsomething.neocities.org/



Download Castle for mobile: https://castle.xyz/

Ive heard good things about gamemaker, as well as RPGmaker. there was one I used to mess around with as a kid I think it was one of those two but cant quite recall. pretty sure it was something maker though. The important thing is to think about the process of making the game. getting the concept together, making a story..

I have good memories of using Alice3D [1] the 3D part is appealing.

11 is young but I don't know how difficult could be to use Unity with some help, I know people without any development background who created games there in their spare time.

[1] https://www.alice.org/


https://rpginabox.com/ is fantastic. Includes a lot of great assets, constrained enough to ensure you can actually build something, open enough that you can build a lot of different things with it.

Multiple people have suggested modding games. This is what led me to computer engineering as a career- specifically Quake III mods. Having games that are easily extended and hacked makes for an incredible exploratory environment, especially if it’s a game that the child loves.

What’s out there?


you mention your child is making games with powerpoint. a lot of suggestions are for platforms that let your child dip their toes in coding. i'd like to go another direction: consider "tabletop simulator", a virtual board/card game platform.

in TTS, you can import assets easily (as cards or tokens or boards) and move them around in game with no effort. this is enough to play the game, but TTS won't enforce any rules. adding rules enforcement will require coding.

TTS will basically be powerpoint on steroids for your young game designer, allowing quick iteration and more interactive expression options without getting bogged down in encoding the logic of it all. it's less of an engineering gateway and more of a game design gateway.


> They are a very creative kid currently experimenting with using Power Point/Google Presentations to create a crafting and turn based combat style game but is running into the obvious limitations of this setup.

What limitations exactly? These will guide recommendations.


My 7 & 8 year olds have been making stuff with Pulp (https://play.date/pulp/), they really love seeing their results on the Playdate device.


Roblox Creator studio, its amazing, tons of tutorials and its super easy to publish something

Yeah it actually is. My 7 and 4 year old have been playing some crappy games on Roblox which led us to spending some time in the Creator Studio. I was surprised how good it was given given the vast amounts of absolute crap in Roblox, although I guess that is why there is vast amounts of crap :D

Have you tried iterating your code and gameplay with https:://cursor.com like in this video : https://www.youtube.com/watch?v=o5uvDZ8srHA ? Total blast.

This video blew me away. I take back all of my reservations involving pairing AI with learning and development. I hope that little girl sticks to creating stuff!

Modding/coding for my favorite game (Ultima Online) is what got me into C# at 13 (for the RunUO emulator).

If any of their favorite games let you mod or script maybe check that out.

Nothing cooler than connecting the dots that I could affect how the game I loved behaved.


If your kid likes Roblox, do Roblox Despite all the shade, I think that Roblox is the company that does by far the most in the market to moderate their space and make it safe for kids. It is still online place.

Construct: https://www.construct.net/en

And Humble Bundle has deals all the time on game development and assets.


FWIW, I also started writing code when I was 11 years old as well & I did so on Roblox.

Eventually, I branched out into hosting a webserver in PHP & writing small demos in Unity (though I would recommend Unreal nowadays).


https://www.renpy.org/

This does pretty much what you have described. It supports scenes, image maps for point and click, dialogues and is low code.


Godot, hands down. I used it with my then 12 year old to recreate a game that she used to play with her friends. I was pretty smooth sailing and the result was better than we expected, so we plan to release it in the winter.

We don't expect a lot of downloads or to make any money from it and that is not the point. The goal was to produce a minimal game completely DIY and from scratch. For the first version we created everything ourselves, including the assets. For the version we plan to release we will have a couple of select bought assets, but it was a good path to start with our own creations.

A not to be underestimated bonus is that GDScript is similar enough to Python that in my opinion learning it is useful beyond Godot and game development.



Ai game maker I've been looking at: https://play.rosebud.ai/home

A friend of mine works on DotBigBang which is pretty approachable. May be worth giving it a try!

https://dotbigbang.com/


pico-8

+1 on this. Even as an adult I found other game authoring systems too complex to jump into and feel comfortable with (as a hobbyist). Pico-8 was the fastest, easiest "I'm thinking of something" to "I'm seeing something happen on screen" iterative development cycle and a joy to use. Plus, a great community of people willing to help on lexaloffle.com and especially Discord. Some great YouTube tutorials out there as well.

I learned to code games in QuickBASIC, and pico 8 to me is the closest experience I ever had to that. The tools for putting something on the screen are immediately available with no infrastructure work required. You don't need to create a window, load files, choose a screen mode or anything. You just draw a sprite in the sprite editor and call `spr`

Yes, it's very accessible. My son wrote a game on it (with a lot of help from me, but he got it).

+1 to this, my son really enjoys programming for pico-8

love2d is quite interesting. also, modding games can be a good start. i started getting interested in how games worked through modding half life 1. it was a game i loved and hence and easy thing for me to imagine stuff in. from basic levels and learning its entity system and vertex editing functions soon the itch came for custom textures and code. theres likely more mod friendly games nowadays (not having to code in C for example :'))

As several people has pointed out here, don't focus on programming. That can kill the urge to make games pretty quick. And an important thing often overlooked, is prototyping. Whatever kind of game you are making, find a way to make a fast mockup using paper or whatever - and test it.

That being said, you should take a look at simple game engines like; Twine, GDevelop, TyranoBuilder and PICO-8. Just remember; the easier they make it to do simple stuff, the harder is it to do difficult stuff :)

To see what kind of games normal people make, check out https://itch.io


Construct 3 is awesome.

I want to plug the Little Big Planet series of games, it's what got me into programming when I was young and I think it still has a lot of charm

I would definitely recommend RPG Maker.

I know this may be controversial, but I really do miss Flash. For a lot of people it was the platform for creating games.


Another one to try is GameSalad. It’s paid but has a forum, knowledge base, support, and generally aims at the younger developers with visual coding.

My kids love making their own board games. There are simple kits from amazon with blank boards, cards, dice etc - great for creativity.

I don't know how a modern kid would feel about the TUI, but I made a TON of games in QBasic as a kid.

QB64 is a pretty good modern version thereof.


I wish I had had SDL2 as a kid.

Try using cursor to write games using natural language. It takes some iteration to get what you want, but kids seem to love it.


lindyFrame

Not limited to games, and also setup to share with others. Already repository for various plugins to the platform. TicTacToe, etc.

http://dandymadeproductions.com/projects/lindyFrame/lindyFra...



I can't speak for the current version of GameMaker, but the versions from around 2002 ("by Mark Overmars", when I was 9 or 10) were definitely a significant part of my development as a programmer, so I'm happy to see this recommended.

Minecraft can do stuff with command blocks

Try Pico-8. Lots of source code available on internet archive. Alternatively Tic-80 is also a good platform.

Ain't that for 8-yo

How about 11 year old?

The SVG format is easy to learn and you can write your graphics manually inside HTML. I've been using it to make 2D objects in JavaScript that can be positioned, rotated and scaled using the transform style property. You can also animate them with CSS. It's a shame there isn't a similar scriptable format for audio, something like MIDI. Otherwise you can use a canvas, or even a 3D canvas for WebGL.

Have you tried RPG Maker? It’s really fun. I remember using it as a kid. It’s focused on turn based combat.

Two great starting points are level creation in Fall Guys and custom maps in Starcraft 2.

Scratch from MIT labs! This is what all the kids at hacking time use to learn coding in SV.

That's funny, I taught a bit if Basic to my son coding rock, paper, scissor, too.

When I was a kid, I loved RPG maker. I’m sure there are legacy versions out there.

godot is best: instant feedback, quick to get started with, no glass ceiling, free software to prevent unity-style rugpulls. take a look at https://www.youtube.com/watch?v=KjX5llYZ5eQ to see what it's like in 6 minutes (from 4 years ago so kind of obsolete) or https://www.youtube.com/watch?v=LOhfqjmasi0 to see a complete, high-quality tutorial walking you through building a 2-d platformer

it doesn't use python anymore, although gdscript is very similar to python. but you can get pretty far into building godot games with only a few lines of code


Love2d.

Agreed. OP said they don't know Lua, but if you know Javascript it can be picked up in a day or two. And it's really a lovely experience.

I started coding on my teens and I was using Turbo Pascal and later Borland C with BGI. Lua/Love2d is even easier to pickup than Pascal/C/BGI was, and has way better documentation.

I think 11y/o is a great age to start writing code! (or, tbh, as soon as you have learned to read and write and some basic arithmetic :-).


MegaZeux is where it's at.

The graphics limitations make it really fun.


Claude 3.5 Sonnet Project / Artifacts

on a slightly different tack - games that are programming-like:

- Minecraft - Human Resource Machine - The Sequence (Android) - Any complex management game


Phaser with Claude / LLM to help?

[random parental advice from the internet]

Pick an adult solution and sit with them to provide adult guidance. You are at the stage where your relationship with your child becomes peer to peer.

If game programming stays their jam, you will be learning game programming from them in the blink of an eye. It's joyous and wonderful and only gets better.

Sure you will miss them being a small child, but you will know an amazing adult. (and they will always be a small child sometimes just as we all are).

The platform doesn't matter. Your relationship does. Good luck.


I’d argue against this. If the tool is too difficult, kids often lose interest. So it can have an adverse effect.

As much as I’d want to teach my 11 year old kid Unreal Engine, it’s not realistic. Pun not intended.


I think it depends on the child and parent.

My approach with my kids has always been "don't dumb it down". They may not be into programming, but at least they'll be exposed to it.

By giving them the 'easy' version, you are putting up barriers that don't need to be there. Kids are smarter than many adults give them credit for, but again, it depends on the kid.


You would be teaching a soon-to-be-adult about the adult world. The game engine is entirely incidental to developing a peer to peer relationship.

Their interest in spending time with you will diminish. That reality is the one to optimize for. Recreational interests come and go and come back sometimes. But most don’t stick.

Learning Unreal Engine with your 11 year old is possible, but not for more than year.


I have done this, it can work with some kids, still, its too much work.

At this age, I think it is more important to keep them motivated and find ways to use their creativity than to get them through the pains of debugging and learning too many technical concepts, even simple details like learning about image formats, how to reference them, case-sensitiveness are just obstacles against meeting their goals.


I feel like we don't give kids enough credit. Game devs who started in the 70s and 80s learned BASIC and all the technicalities of their platforms back then, some eventually moving to Pascal, C, or Assembly. The platforms had fewer variables back then (code running in real mode, your machine was identical to others of the same platform), but kids were still able to learn the minutiae of the Apple II or Commodore 64.

I'm a game designer. I moonlight teaching it to middle schoolers and adjunct at the university level, and I work on Bloxels, a game design tool.

When I got the itch to make games as a kid (late 80s, early 90s) it was in BASIC and it started with modding existing games (snake, gorillas, hammurabi) and then into making levels for DOOM to play with my friends. Didn't get into "real" coding until the iPhone dropped and I started making my own stuff and switched careers.

Lots of good recs here but here's my take:

- Twine might be just about right based on what you're saying your kiddo is into. It's about the closest thing to hypercard I've found- you string scenes together and with some modest work you can make a great dungeon crawler/choose your own adventure with inventory and variables, etc.

- Gamemaker might be a pretty great place to go after that. Plenty of legit indie games have been made with it. In my experience it's kinda like unity or unreal but less overwhelming. There are plenty of step-by-step "how to make an asteroids game" tuts out there, and based on your kid's interests, you could probably pick one and work through it together.

- Your kid is probably too advanced for scratch at this point, and might get frustrated. I think the Scratch mission is lovely and right, but if I'm 11 years old I want to build "cool stuff" but in Scratch it just takes too long to do that, and the ceiling is too low.

- Everyone who mentioned tabletop is spot-on....if you kid wants to understand how games really work. An exercise you can do is take a video game they like, and make the board game version. Classic example: Mariokart as boardgame. Makes you slow down and think about mechanics, how they combine and interact, player choices- all that. This is stepping up the learning, and pairs well with making stuff.

- Bloxels (which again, full disclosure, I work on) is a game design tool that might be worth a look. We try to have a low-floor (easy for newbs), high ceiling (experts can make cool stuff) and wide walls (big possibility space.) There's logic but no code. The public arcade and builder is here: play.bloxels.com

- Long term: There are SO many interesting things to do with games and in games. I'm excited for you and your kid and where you take it. Being a pretty new medium that comes from computers, it's easy to equate games with coding. But it can be and really is so much more. Have a good time with it.


try websim.ai or roblox studio

Raylib is really good

I'd encourage you to give playcodeai.com a try, I built this for my kid on a similar's age.

I wrote quite a lot about my motivations a couple of days ago: https://news.ycombinator.com/item?id=41619733

I took the freedom to email you an api key to give it a try.

Good luck.


Garry's Mod

Let's bring it back.

A great general resource for children and teenagers is BBC Bitesize (<https://www.bbc.co.uk/bitesize>). It offers lots of cool, interactive guides and interesting articles across a variety of subjects, including those relevant to game development. The texts are well-written, the guides are well-structured, and there are some great videos. Some concepts might be easier to understand even for adults, why not ?

Once your kid discovers an area of interest within game development, such as graphics, coding, game assets, or level design, they can start exploring more specialized tools and resources. For example, if they're interested in coding, they might consider a kid-friendly game engine like:

    <https://www.kodugamelab.com>
    <https://www.cocos.com/en/>
Eventually, they can move on to more advanced game engines like Unity.

Game Development with Python and Mods

Python is a versatile and widely-used programming language that's great for beginners. Here are some free resources to help kids get started with Python:

    <https://github.com/pygamelib/pygamelib>
    <https://kidspython.com>
    <https://wiki.python.org/moin/BeginnersGuide/Programmers>
    <https://www.geeksforgeeks.org/python-for-kids/> - A good starting point with general Python guidelines for kids.
    <https://github.com/mytechnotalent/Python-For-Kids> - A very cool free book
Playing games like Minecraft, Roblox, or BeamNG that support mods and user-made content can also be a great way to get started with game development. This allows kids to experiment with building and creating within an existing game environment. This can even lead to earning money if their creations become popular within the game's community.

Hardware and Cybersecurity in Game Development

The hardware side of game development offers exciting possibilities for kids and teens. Here are a few areas to explore:

    Building STEM games: Numerous gadgets, toys, and devices can be used to create interactive games.  This is a good start for getting into Robotics. Ozobot, Beebot, Evollve. Keep in mind that some of these tools can be expensive, but the learning rewards can be significant.

    Cybersecurity games: Gadgets like Pwnagotchi (a Tamagotchi-like pet that "eats" Wi-Fi) and Flipper Zero (<https://lab.flipper.net/apps/category/games>) with its collection of hacking-themed games can introduce kids to cybersecurity concepts in a fun and engaging way. These tools can help them understand how games interact with networks and devices.

    Internet of Things (IoT): IoT is transforming how we interact with the world and has huge potential in game development. Kids can learn to use smart devices, PCBs, chips, and sensors to create interactive games and "smart" objects (<instructables.com>). Here's a resource to get started: <https://github.com/microsoft/IoT-For-Beginners>
   
  IoT opens up exciting possibilities for game development, such as:

    - Revolutionizing player interaction with virtual worlds.
    - Gamifying activities in other industries to make them more engaging and easier to learn.

  Other Areas in Game Dev

    - beyond what I already mentioned, there are many other interesting and exciting paths to take. Consider checking:

    Mobile game development: Creating games for phones and tablets.
    Browser game development: Building games that can be played directly in a web browser using technologies like HTML Canvas (<https://github.com/servercharlie/awesome-html5gamedev>) or crazy 3D JavaScript libraries.
Additional Resources - might become useful along the way

   Awesome Gamedev: <https://github.com/Calinou/awesome-gamedev>
   Awesome Programming for Kids: <https://github.com/HollyAdele/awesome-programming-for-kids>
   Awesome Educational Games: <https://github.com/yrgo/awesome-educational-games>
   Khan Academy Kids: <https://learn.khanacademy.org/khan-academy-kids/>

A general good orientation resource for children and teenagers is https://www.bbc.co.uk/bitesize . Loots of cool, interactive guides there, interesting articles, all to help them find their way easier. You will find all the subjects contained in the education plans in the UK. Texts are amazing, guides are well structured and there are some great videos.

Other than that, it all depends on which part he'll like more if he starts......graphics, coding, game assets, level design and so on.. by the time he figures that out, he'll be able to pick a game engine for "adults" (for example, Unity)

1. These game engines claim to be kid and beginner friendly: - https://www.kodugamelab.com - https://www.cocos.com/en/

2. Python is a solid all-rounder, future-proof skill

Here are some free resources:

- https://github.com/pygamelib/pygamelib - https://kidspython.com - https://wiki.python.org/moin/BeginnersGuide/Programmers - https://www.geeksforgeeks.org/python-for-kids/ - good starting point with general Py guidelines for kids. - https://github.com/mytechnotalent/Python-For-Kids - very cool free book

3. Playing Minecraft, Roblox, beamNG, or any other game that supports mods & user made goodies. It's a good place to start building something in that environment. This can even bring some money if the idea becomes popular among the game's community.

4. The Hardware side of things

- building STEM games - with countless of gadgets, toys and other crazy devices out there. ( ex: Osobots ) These may become a bit expensive quite fast, but rewards on this path are surely worth it - on the CyberSecurity side, there are some cool little gadgets that can run all kinds of clever games - pwnagochi (a tamagochi pet that eats wi-fi to stay happy and needs to be fed), FlipperZero ( https://lab.flipper.net/apps/category/games ) - Internet of Things - ( https://github.com/microsoft/IoT-For-Beginners )

-- smart devices, PCBs, chips, sensors that can make "dumb" objects smart (instructables.com) -- IoT will revolutionize the gaming industry by changing the way players interact with a virtual world. -- gamification of activities in other industries to make them easier to learn/understand/do

5. Last, but not least, there are many other areas of game development

- mobile games - browser games (HTML Canvas games, or crazy 3d JavaScript libraries)

Some extra resources - might be a bit off-topic, but maybe you'll find something interesting

- https://github.com/HollyAdele/awesome-programming-for-kids - https://github.com/yrgo/awesome-educational-games - https://learn.khanacademy.org/khan-academy-kids/

Hope this helps, good luck !


Back in my day (was teenager in mid-to-late 90s) I had to figure out how games worked. Thankfully, we had games like Quake which can be modded and had various level editors. Worldcraft, which is now called Hammer, was awesome.

It is this journey that helped me become a programmer today. While not a games programmer, I do make games in my spare time.

Now -- sure.. why mention this? I believe I understand a 11 year-olds mindset that wants to do more than play games - but understand how they work. I also have children of my own and waiting for them to hint they want to learn. Of course the 90s way is a distant memory. There is more access to things in the gaming world... but more options can also be a little intimidating as well.

11 can still be "young" depending on their skill level with computers. For now, you could start off with the basics. For world building/construction, we do have Minecraft (which my 6 year old son plays). We also have things like Roblox (which my 12 year old daughter plays)

We also have Scratch, a "Visual Programming Language" - my daughter has been using this at school and some afternoon/evening clubs at the library.

For me personally, I think 13 (years old) is going to be 'that age' when they start going into more detail with making games. Maybe your child is ready sooner. Only you know.

If they are ready to progress further than the above, I would recommend something like Godot, Unity or Unreal. Whichever I pick is a decision I make at that time... but if I had to choose now, I might try Godot first and go from there.

Yes.. I might make decisions for the child to start with. I would sit with my child and learn together. Once they start doing things on their own I would take a step back and let them play. They will soon ask for help if they want it.

For example, when I was playing with Worldcraft, I was trying to figure out how to move an object around but I just didn't understand how I used the "target" and "targetname" fields. I asked for my Step-Dad to help and he figured it out for me. Once I understood it, and got an object moving in the game, I was able to carry on from there. He gave me space to learn.

The great thing about Unity, Unreal or Godot - is these are used for REAL GAMES... so your child can stay on these and, perhaps, have a career using them. They can figure out if they want to be an artist, level designer, 3d modeler, or programmer, etc. Their interest and decision can also point them to Blender, GIMP/Photoshop, or to write their own games engine (or simply a game) using a programming language.

For me -- I went with the DIY approach as a programmer, writing games in C (but moving to Odin) and I use OpenGL, SDL2, etc. Once you get a window open you can start by making Pong, or a Card Game, etc. So, if any of my children want to learn... learning Godot is just as much an experience for me as well -- but it is also to give them space to learn their way and, like my Step-Dad did for me, to help me when I needed it.

"I can only show you the door. You're the one that has to walk through it" - Morpheus

--- All software I mentioned above listed here. I hope this helps. My advice is to go with the flow and make your own learning fun.

- Quake C / Modding / Worldcraft. -- For Quake (old school. Likely avoid for younger gen)

- Hammer Editor for Source/Source 2 -- More modern

- Scratch -- popular visual programming language for kids.. even young!

- Minecraft, Roblox -- Popular world building, fun games

- Photoshop, Gimp -- Popular Paint or Photo editing

- Blender -- Popular 3D modelling (architecture, 3d animation, etc)

- Unity, Unreal, Godot -- popular game engines / editing tools

- Programming language C, Odin... libraries like SDL (making games manually)


Scratch

Scratch from MIT labs is what all the 9-12 yo kids at Hackingtons use to learn game dev in Silicon Valley. Have fun!

[flagged]


I also find it a bit strange that a parent is calling an 11 year old kid “they”, instead of son or daughter, but in the current era we’re living we have to take into account the different pronouns and how someone identifies.

https://pronouns.org/how


Why do a gender reveal of your kid for the whole Internet for no reason?

Well, we wouldn't want your son learning a girl's programming language, would we? We can't have that in our society.

[flagged]


Surely kids can do both? The fact is that kids of that age are going to end up spending a lot of time on screens, so the more time that can be educational/productive the better!

Igor, This is a subject area that seems like it would be a good starter learning project and doable but really its not.

There are many problems that just are not suited to a young person at that age level of comprehension. Gaming graphics for example often requires understanding quaternion math, computer science, and hardware at a very low level (realtime processing where ms framerate processing counts).

Game design often also is multidisciplinary and requires knowledge of psychology, storytelling, music, and art.

Kids simply don't have the life experience, to put something together for this and have it turn out in a satisfying completed project.

Additionally, even when you are an expert, the experts don't play their own games most times. The vast majority of the fun and allure comes from the discovery of not knowing everything about the game and discovering it. This is why writing games for yourself is often doomed to failure.

Additionally, most games today have subtle manipulations and embedded addiction triggers. These aren't things they can just pick up and use. As an example of this, Call of Duty and Battlefield (FPS), have headshot audio triggers that associate through pavlovian conditioning headshots ingame with the dopamine hit sound cha-ching.

The ability to control addiction is in a part of the brain that doesn't usually develop fully until your 20s, and this stuff is in most modern games. There is a framework called the Octalysis Framework, it provides common methods to embed dark patterns in a way people don't perceive. It is based on some earlier work based in thought reform (torture), and later psychology experiments identifying key drivers to enable manipulation. This is extremely subtle stuff similar to what Pixar & Disney do in their movies (i.e. the handsome guy is always the villain, the preacher is always crazy...lot more).

Robert Cialdini wrote a book covering some of this precursor material. The book is called Influence, and it lays out all our natural perceptual blindspots, and how to exploit them. These are blindspots not even grown adults will notice most of the time without training.

I think you will be better served by starting them on something educationally constructive that is more suited for their age. If you are looking for something math related, Cosmic Calculator series has shortcuts that let you do math amazingly fast. Storytelling for writing authors may be good as well, or just focus on getting them to read for pleasure.

Descartes Rules of Method were particularly useful around that age as well as logic and reasoning (which public education will not teach them), since they are only just starting to be able to discern lies from truths, and that is a major developmental milestone.

Other activities might include Piano lessons, or art lessons.

The current gaming landscape is unhealthy, and can't be vetted by an 11-yo and even platforms designed to make this no-code easier, you have to worry about them suggesting and influencing in ways that will diminish them, or mislead, or creating interference and frustration, or something more directly harmful like TikTok and their recommendations to the Blackout Challenge (kids have literally died).

Some who don't have children might think this is overblown but there are no trusted platforms out there that will safeguard kids appropriately.

Google "Roblox kids scandal" and you'll see what I mean; and they've been recommended here in more than a few other comments.

Update: Sometimes I find it really surprising where others priorities are here on HN. You'd think protecting children would be paramount, but voting paints a very different picture, -3 for mentioning tiktok or the roblox scandal...


I suspect the voting is more based on the fact that you're essentially saying "your child should give up, this field is bad and there are no good spaces for kids" when that's both terrible advice and not at all true. Yes, there are exploitative spaces, but there are in fact good spaces too. And your whole thing about how "making games is less fun than playing them and playing them is actually a dark pattern that is evil" is extremely cynical and doesn't hold well if you know about more games than mobile ones or CoD.

If the post was about a kid wanting to write novels and you had said "writing is not as fun as reading, and you shouldn't read anyways because most books are scammy self-help books and conspiracy theories that exploit your brain," I think you would be similarly downvoted. Nothing to do with a Roblox scandal in that case either.


Any rational person reading what I actually wrote would disagree with just about everything you say here.

You try to be clever twisting what was actually written, but in the end this new version is something you've written. It is what you say, not what I said. While the words are similar, they have been subtly altered to change the meanings, making them your words, not mine, and most importantly these words you've written are false.

You've twisted the words just enough so any reader skimming lightly might be confused, and misled into a consistency trap of agreement. Very subtle and skilled which only increases the loss of credibility when it is found out.

Your motivation for this begs an important question about your character, and credibility as a whole is lost.

Good people don't do this, and there can be no mistake as to whether this was intentional given the level of attention and effort you invested coupled with the clear skill that can only come from practice.

Thank you. You thoroughly make my point about how no online places being safe, as this type of subtle deceptions and behavior is what children will have to interact with and they are at a stage of development that is inherently vulnerability lacking the tools to communicate or identify the faults.

People would only call what I've written cynical, in contexts of opinion when I was talking about opinion, but I used facts and references (not the same meaning), providing rational methods of support. You would imply this is an unbacked opinion as a nullification attempt, but this doesn't work on the rational, and rationality is one of the few things that separate humanity from the animal kingdom.

You should know that these tactics and techniques you use would at one point have gotten the outcome you desired, and it may fool some of the more gullible masses for now, but that number is shrinking. The knowledge is becoming common knowledge, and when it does people like you will have nothing left.

As with all deceptions, it lacks a core consistent truth, which can't fool people all the time. The more examples you provide, the more widespread knowledge of it spreads. What you hope to keep under wraps, will eventually be known by all and then you'll be left with nothing.

Based on your objective actions, I must conclude you are a malevolent blind person desperately lost and seeking to bring destruction in its various forms to those around you for some as of yet unknown motivation towards some selfish benefit .

There is only one cure for the malady you have, and eventually someone will give you that cure since you can no longer help yourself. All I can do is pray for a swift recovery.


If you think Roblox is an unsafe platform, you should see the rest of the internet.



Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: