World 3 / Quest 12
Coins, Keys & Doors
Something to collect. Something to unlock. Somewhere to go.
About 50 minutes+150 XP
You’ll build: A level with coins to collect, a key that opens a locked door, a HUD showing it all, and a real 'level complete'.
You’ll learn
- Collectibles and why players love them
- Locks and keys — the oldest puzzle in games
- A HUD: showing the player what matters
- A goal: how a level ends
Briefing
You add coins, a key, a locked door and a HUD, so your level finally ends. No new Power-Up — Blind-Spot Finder gets one more workout before you call it done.
Start prompt
Say this to Coach
/arcade-lab Start Quest 12: Coins, Keys & Doors. I'm in my platformer folder. Checkpoint first, then open the coach notes.
Steps
- 1
Coins
Scatter coins across the level (your pickup art, or yellow circles). Touching one: it disappears, coin count goes up, coin sound plays. Ask for them placed in interesting spots — in the air over a gap, on top of a high platform — not just on the ground.
Say this to Coach
Add 10 coins across the level in interesting spots — some over gaps, some on high platforms. Touching a coin removes it, adds 1 to my coin count, and plays my coin sound. Show the coin count in the top-right.
- 2
The HUD
Look at the corners of your screen. Lives top-left, coins top-right. Ask Coach to make them clear and matching (same font, same size). A HUD that's messy makes the whole game feel messy.
Say this to Coach
Make the HUD clean: hearts top-left, coin icon and count top-right, same font and size, with a little padding from the edges. It should stay in place when the camera scrolls.
- 3
The key
One key, somewhere hard to reach — behind the enemy, above the spikes, at the end of a tricky jump. Touching it: it disappears, a key icon appears in the HUD, a power-up sound plays.
Say this to Coach
Add one key in a hard-to-reach spot: on the highest platform, just past the enemy. When I touch it, it disappears, a key icon shows up in the HUD next to the coins, and my power-up sound plays.
- 4
The locked door
A door at the far right end of the level. Without the key: touching it does nothing (maybe a locked sound — try a low 'bonk' from your Sound Lab). With the key: the door opens and the level is complete.
Say this to Coach
Add a door at the far right of the level. If I touch it without the key, play a low bonk sound and nothing else. If I have the key, the door opens and show 'LEVEL COMPLETE' with my coin count. Freeze the game while it shows.
- 5
Blind-Spot Finder
Before you finish: the two questions. What are you forgetting that platformer levels usually have? What would make this more fun? Common answers: a coin counter that shows out of how many, an arrow pointing to the door, a checkpoint flag halfway. Pick one and build it.
Say this to Coach
Before we finish: what am I forgetting that platformer levels usually have? And what's one thing that would make this level more fun? Short list, then I'll pick one.
- 6
Checkpoint
Play the whole level start to finish — coins, key, door. Then checkpoint 'level-one'. Next quest, you become a level designer and build two more.
Say this to Coach
I played it start to finish. Save a checkpoint called 'level-one'.
Side quests +10 XP each
0 of 3 done
Stuck?
- Coin count jumps by 2 or 3 per coin? Say what you see — the coin is probably being touched several times before it disappears.
- HUD scrolls away with the camera? "Keep the HUD fixed to the screen, not the level."
- Door opens without the key? "I expected the door to stay locked without the key, but it opened."
Ship checklist
0 of 4 done
Bonus round
Show Dad
Let Dad try to open the door without the key first. Dad's question: "Why did you put the key where you put it?"