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Geometry Dash

Scratch course · Ages 7–10

Geometry Dash

Students build an original neon cube-runner in Scratch — jump timing, scrolling spikes, portals, score, music cues, and a final demo-ready level.

Final project previewNeon cube runner
Original neon cube runner inspired by rhythm platformer gamesOriginal Scratch project
10build stages
16 weekssemester or 5-day camp
1 Scratchone game, start to finish

What students ship

A rhythm platformer they can replay and tune

Every stage adds a visible system to the same Scratch project. By the last stage, students have a playable cube-runner with their own art choices and a showcase-ready finish screen.

A cube that jumps with gravity and clean restart logic

Scrolling spike patterns, portals, score, timer, and sound cues

Custom Scratch assets students can draw, remix, and explain

Project moments

Each stage adds a playable mechanic

The course uses generated visual examples for polish, then teaches students how to draw their own Scratch-native versions.

Jump timing

Jump timing

A cube stays near the left side of the stage while obstacles scroll toward it. One jump at the wrong time means restart.

Spike patterns

Spike patterns

Students build simple spikes first, then use clones to create repeatable patterns that feel like a real level.

Portal moment

Portal moment

A portal flips the rules and teaches how one variable can change the way a whole control system behaves.

Neon polish

Neon polish

Backdrop, pulse effects, sound cues, and final readouts make the project feel finished without hiding the code.

Course path

Your level grows system by system

Every stage has a teacher demo, build steps, Scratch blocks, a test list, stretch challenges, and coach notes.

For coaches

Hybrid assets keep everyone moving

Students can use the target examples or draw their own. Keep sprite and variable names consistent so the scripts stay coachable.

Begin

What is this course?

This Scratch course builds an original Geometry Dash-inspired rhythm platformer. The player controls a cube, jumps over spikes, survives scrolling patterns, hits portals, follows sound cues, and finishes with a score screen.

The course does not ask students to copy official game art, logos, screenshots, or level names. The visual examples are original course assets, and every build stage also explains how students can draw their own cube, spikes, portal, and backdrop in Scratch.

Finished game target
Score 240Time 38
Cube runnerSpike obstacleGravity portal

The cube stays near the left side while the level scrolls toward it. Jump timing is the whole game.

Course time

Course Intro (30) · Setup (45) · Stage 1 (45) · Stage 2 (60) · Stages 3–10 (90 each) = 900 minutes, about 15 hours.

That same material runs two ways:

  • School semester — one class a week for 16 weeks. One stage per week, with catch-up, stretch, and showcase weeks built in.
  • Summer camp — 3 hours a day for 5 days. Two to three stages a day, closing with a parent demo.

Coaches: the week map and the day-by-day plans are both in the Code Coach Pack.

For coaches - duration check

If a stage runs long, pull from stretch challenges first. Stage 10 should keep enough time for the final demo.

Who this is for

This course is built for Scratch beginners around ages 7-10. Students should be able to read short instructions, drag Scratch blocks, and test often. No typing-based coding experience is required.

Every stage includes:

  • a short teacher demo
  • the big idea
  • new Scratch words
  • build steps
  • Scratch block previews
  • tests
  • break-fix notes
  • stretch challenges
  • coach notes
Generated course preview moments
Four neon rhythm-platformer course moments

These generated images show the style target. Students can still draw their own cube, spikes, portals, and backdrop inside Scratch.

Asset approach

Students have two valid paths:

  • Use the examples. Follow the course visuals so the build moves quickly.
  • Make your own. Draw original cube, spike, portal, and backdrop art in Scratch.

Both paths use the same sprite names and variables so coaches can debug everyone with the same lesson.