Geometry Dash camp plan
Use this page when running Geometry Dash as a 5-day camp.
At a glance
| Day | Blocks | Goal |
|---|---|---|
| 1 | Setup, Stage 1, Stage 2 | Students create the cube and reliable jump controls. |
| 2 | Stage 3, Stage 4, Stage 5 | Spikes, auto-scroll, and spawn patterns create a level. |
| 3 | Stage 6, Stage 7, Stage 8 | Score, portal flip, and sound cues deepen the game. |
| 4 | Stage 9, Stage 10, catch-up | Students polish difficulty and finish the demo screen. |
| 5 | Level showcase, rehearsal, parent demo | Students present a readable, fair runner game. |
Minimum viable finish
A student should leave with a Scratch runner where the cube jumps, avoids moving spikes, tracks progress, and can restart.
Coach triage
- If timing feels impossible, slow the obstacles before changing jump code.
- If a student is behind, keep one spike pattern and skip portal complexity.
- If a student is ahead, have them tune sound cues and fairness for a first-time player.
Common stuck points
- Variables must be for all sprites.
- Collision can feel unfair if costumes have extra transparent space.
- Students often need to test from the beginning, not from a dragged mid-level state.