Introduction
Introduction
Coding your own games is a fun and rewarding way to learn programming. Whether you’re just starting out or building your skills, game projects are a great way to practice problem-solving, logic, and creativity. Each of these games presents a challenge that will help you explore different aspects of programming — from basic input handling to advanced logic and data structures.
The games are listed roughly in order of difficulty, so you can start simple and gradually take on more complex challenges. Some are classics, like Hangman or Rock Paper Scissors, while others introduce more advanced ideas like 2D grids and file handling.
Why Game Challenges Are Useful
- They make learning programming engaging and interactive
- Each game teaches a specific skill or concept in context
- You’ll build confidence and improve problem-solving abilities
- Many games can be extended with creative features
General Hints
- Start simple. Get the basic version of each game working before adding extras.
- Break the problem into small steps — solve one thing at a time.
- Use comments to plan and explain your code.
- Test often — run your code as you build to catch mistakes early.
- Don’t worry if your first version isn’t perfect. You can always refactor later!
- Have fun! These projects are great practice and a chance to be creative.
Game List:
- Rock Paper Scissors
- High Lower Game
- Reaction Time
- Multiple Choice
- Copy Me
- Hangman
- Pontoon
- Minesweeper
- Connect 4
- Battleships
- Text Adventure
- Escape the Maze
- Solitaire
- Madlibs
- Touch Typing Game
1
Rock Paper Scissors
Description:
A classic game where the user plays against the computer by choosing rock, paper, or scissors.
Rules:
– Rock beats scissors
– Scissors beats paper
– Paper beats rock
– If both choices are the same, it’s a draw
Techniques Used:
– Random choice generation
– Conditional statements
– User input handling
Hints:
– Use Python’s `random.choice()` for the computer’s move
– Keep the user input in lowercase for easy comparison
– Use if-elif-else to handle outcomes
2
Higher / Lower
Description:
A guessing game where the computer selects a number, and the user must guess whether the next number will be higher or lower.
Rules:
– The game starts with a random number between 1 and 100
– The user guesses if the next number will be higher or lower
– If they guess correctly, they score a point and continue
– Wrong guess ends the game
Techniques Used:
– Random number generation
– Loops
– Conditional logic
Hints:
– Store the current number and compare it with the new one
– Use a while loop for repeated guesses
– Provide feedback after each round
3
Reaction Timer
Description:
Test your reflexes! Wait for the signal, then press enter as fast as possible.
Rules:
– The game will pause for a random time, then say “GO!”
– User must press Enter as quickly as they can
– Reaction time is displayed
Techniques Used:
– Time delay and measurement
– Random delay
– User input
Hints:
– Use `time.sleep()` for delay
– Record time before and after input with `time.time()`
– Use `round()` to clean up output
Extension Challenges:
-
Easy:
Give the user 3 tries and show average time
-
Medium:
Save scores to a CSV file
-
Hard:
Add a menu with options to start or view high scores
4
Multiple Choice Quiz
Description:
Create a quiz game where the user selects an answer from multiple choices.
Rules:
– Present a question with 3–4 possible answers
– The user selects an option
– Provide feedback on whether the answer was correct
– Keep score and show results at the end
Techniques Used:
– Lists/dictionaries for questions and answers
– Input handling
– Score tracking
Hints:
– Store each question and options in a dictionary
– Use a loop to go through questions
– Keep a score variable to track correct answers
5
Copy Me
Description:
A memory game where the player has to repeat a growing sequence of random letters.
Rules:
– Display a sequence of letters one at a time
– User repeats the sequence
– Add one more letter to the sequence if correct
– Game ends when user makes a mistake
Techniques Used:
– Lists and loops
– Random choice
– String comparison
– Delays with `time.sleep()`
Hints:
– Use `random.choice()` to generate letters
– Clear screen or print newlines between stages
– Compare user input to the full sequence
Bronze:
Display and test single letters in sequence
Silver:
Save player name and score to a file
Gold:
Add start menu and high score display
6
Hangman
Description:
A classic word guessing game where you try to guess the word letter by letter before the figure is fully drawn.
Rules:
– A random word is selected
– User guesses one letter at a time
– Wrong guesses reduce the number of lives
– Game ends when the word is guessed or lives run out
Techniques Used:
– Strings and lists
– File handling (word lists)
– Conditional logic
Hints:
– Use ASCII art to display the hangman visually
– Track guessed letters in a list
– Give feedback after each guess
7
Pontoon (Blackjack)
Description:
A simplified version of Blackjack where the goal is to get as close to 21 without going over.
Rules:
– Each player is dealt 2 cards
– Player can “Twist” (take another card) or “Stick” (keep current hand)
– If the hand exceeds 21, you lose
– Dealer plays last and must stick at 17 or above
Techniques Used:
– Lists to represent decks and hands
– Random selection
– While loops and conditional logic
Hints:
– Use `random.shuffle()` to randomize the deck
– Aces can be worth 1 or 11—consider how to handle that
– Use functions for game stages (deal, play turn, dealer logic)
8
Minesweeper
Description:
A grid-based logic game where the player uncovers tiles and avoids hidden mines.
Rules:
– Grid contains hidden mines and numbers that represent how many mines are adjacent
– The game ends if the player selects a mine
– Player wins by uncovering all safe spaces
Techniques Used:
– 2D lists (grids)
– Random number placement
– Recursion or loops for revealing spaces
Hints:
– Use nested lists to represent the board
– Place mines randomly, then calculate numbers for each tile
– Optional: add a reveal function to show adjacent empty tiles
9
Connect 4
Description:
A two-player strategy game where players drop tokens into a 7-column grid to try to get four in a row.
Rules:
– Players alternate dropping a disc into a column
– First to connect 4 discs vertically, horizontally, or diagonally wins
– Game ends in a draw if the grid is full
Techniques Used:
– 2D lists for grid structure
– Loops and condition checking for win logic
– Input validation
Hints:
– Use a 6×7 list to represent the board
– Create a function to check for 4 in a row in all directions
– Validate if a column is full before allowing a move
10
Battleships
Description:
A turn-based guessing game where players try to sink each other’s hidden ships on a grid.
Rules:
– Each player places ships on a grid
– Players take turns guessing coordinates
– Game ends when all ships of one player are sunk
Techniques Used:
– Lists and grids
– Loops and conditional statements
– Randomization and input handling
Hints:
– Use different characters for hit, miss, and unknown
– Allow for ships of different sizes
– Optional: add single-player mode with randomized enemy ship placement
11
Text Adventure
Description:
A story-based game where players navigate through different rooms or scenarios by typing commands.
Rules:
– User types commands like “go north” or “take key”
– The game responds with a new scene or outcome
– Player explores, collects items, and solves puzzles
Techniques Used:
– Dictionaries for rooms and directions
– Input parsing
– State management (inventory, current location)
Hints:
– Use nested dictionaries to structure the world map
– Create a loop that continuously asks for input
– Implement functions for movement, picking up items, etc.
12
Escape the Maze
Description:
A grid-based game where the player must navigate through a maze to find the exit.
Rules:
– Maze is a grid of walls and paths
– Player can move using directional commands
– Objective is to reach the exit with the fewest steps
Techniques Used:
– 2D lists to build the maze
– Player movement with coordinates
– Pathfinding logic (optional challenge)
Hints:
– Represent the maze as a matrix (list of lists)
– Track player position and update after each move
– Add obstacles or locked doors for extra challenge
13
Solitaire
Description:
Create a digital version of either the card game or a peg-jumping puzzle version of Solitaire.
Rules (Peg Game):
– A board filled with pegs except for one space
– Jump pegs over each other into empty spaces to remove them
– Goal is to leave as few pegs as possible
Techniques Used:
– 2D array representation of the board
– Movement validation logic
– Game state updates
Hints:
– Define legal moves (horizontal, vertical)
– Let users select peg and direction to jump
– Optionally add undo functionality
14
Madlibs
Description:
A fun word game where users fill in blanks to complete a funny or nonsensical story.
Rules:
– The program asks for words (nouns, verbs, adjectives, etc.)
– Fills them into a predefined story template
– Displays the completed (and usually silly) story
Techniques Used:
– String formatting or f-strings
– User input
– File handling (optional for multiple stories)
Hints:
– Write the story with placeholders (e.g., {noun})
– Ask user for words before displaying the result
– You can store multiple templates in a list
15
Touch Typing Game
Description:
A typing speed challenge where players must type randomly displayed words or letters as quickly and accurately as possible.
Rules:
– Show a word or letter on screen
– Player types it and hits Enter
– Game records typing speed and accuracy
Techniques Used:
– Random word selection
– Timing with `time` module
– String comparison
Hints:
– Use a list of words and `random.choice()`
– Record start and end times for each word
– Optional: track accuracy and display stats at the end