Girl holds a laptop showing a coding project while smiling woman beside her holds a sign reading “we made this”.

Explore the Code Club arcade: Six brand-new Scratch games to create, remix, and play

There’s something special about building a game. Whether it’s chasing ducks across a pond, decorating the perfect cake, or creating an endless clicker that nobody wants to stop playing, game projects inspire young people to experiment, solve problems, and proudly share what they’ve made.

That’s why we’re excited to open the doors to the Code Club arcade.

We’ve created six brand-new Scratch game projects, designed to help creators build their coding skills while leaving plenty of room to personalise, remix, and make every game their own. From quick beginner projects (level 1) to more advanced challenges (level 3), there’s something for every Code Club.

So… press start.

Choose your game

🦖 Dino jump (Level 1)

Create an endless jumping game inspired by the classic browser dinosaur game. It’s quick to get started, easy to personalise, and a brilliant introduction to making games in Scratch.

“This is a brilliant first game project. Most people recognise the classic browser dinosaur game, but that’s just the inspiration. Once creators understand how it works, they can redesign it however they like and make it completely their own.” – Mr C, Learning Manager, Raspberry Pi Foundation  

A cartoon character with red hair and pointed ears stands in a desert landscape with two brown bear silhouettes and cacti in the background. A score of 0 is displayed above.

🎂 Icing on the cake (Level 2)

Decorate cakes, add sprinkles, light candles, and top everything off with a cherry in this creative game. Along the way, creators will learn how to build buttons, broadcast messages, stamp images, and use variables.

The best part? Once the game works, creators can completely reinvent it with their own themes and decorations.

“Creators can have a working game after just a few steps, making it easy to build confidence early on. From there, the project offers extra challenges for those who want to push themselves further, while giving everyone the chance to personalise their game.” – Becca Rose, Learning Manager, Raspberry Pi Foundation  

A cartoon illustration of a chocolate birthday cake with white frosting, set against a city skyline background. Decorative icons include a strawberry, a bow tie, the text 'Happy Birthday,' and a birthday candle.

🍕 Pizza party (Level 2)

Tap, upgrade, repeat!

This clicker-style game is all about collecting points, unlocking upgrades, and watching your score grow faster and faster. Although the starter project is pizza-themed, it could just as easily become a sweet shop, space station, farm, or anything else your creators imagine.

“Who says it has to be pizza? The clicker mechanic works brilliantly with almost any idea, so I can’t wait to see all the imaginative twists creators come up with.” -– Mr C, Learning Manager, Raspberry Pi Foundation  

A cartoon pizza with various toppings at the center of the image, with statistics and buttons indicating pizzas made, hiring options for chefs and grannies, and an equipment store icon.

🧽 Dishwasher simulator (Level 2)

Who knew washing dishes could be so relaxing?

In this surprisingly satisfying project, creators scrub dishes until they sparkle, rack them away, and add music to create a cosy gameplay experience.

It’s a great project for practising organisation while working with multiple sprites, sounds, and animations.

“This project is a great reminder that even simple games can teach powerful skills. There are lots of sprites to bring together, so creators learn to build methodically—and by the end, they’ll have a game that’s both satisfying to make and to play.” Mr C, Learning Manager, Raspberry Pi Foundation  

A cozy kitchen scene featuring a sink filled with bubbles, dish soap, clean dishes on a drying rack, and plants on the windowsill under bright sunlight.

🍉 Watermelon drop (Level 2)

Inspired by the popular Suika-style puzzle games, Watermelon drop challenges players to combine matching fruit before the box overflows.

Creators will experiment with clones, variables, and collisions while designing their own adorable characters — fruit isn’t the only option! Why not drop planets, pets, or even pizzas instead?

“I wanted this project to feel approachable, so creators can build a working game with just a few fruits. After that, it’s all about experimenting. Swap the fruit for animals, cars, or anything else you can imagine, give them personalities, and create a world that’s completely your own.” – Becca Rose, Learning Manager, Raspberry Pi Foundation  

A colorful animated scene featuring two smiling watermelons, three playful bananas, and two cherries inside a transparent box with a pink gradient background. A cloud is positioned above the fruits, and the score displayed at the bottom shows 40.

🦆 Duck island (Level 3)

Ready for a challenge?

Glide around the pond collecting lost ducks while avoiding hooks, rocks, and pond sludge. Along the way, creators will explore animation, collisions, and create an eye-catching parallax scrolling effect.

It’s perfect for creators who have already built a few Scratch projects and are ready to level up.

“I wanted this project to feel achievable while encouraging creators to think carefully about how they build it. There’s a lot going on behind the scenes, but once everything comes together, it’s really rewarding. I also love seeing people take the idea in a completely different direction — the pond could just as easily become a beach, a forest, or even outer space.” – Becca Rose, Learning Manager, Raspberry Pi Foundation  

A digital game scene featuring two yellow rubber ducks floating in blue water, one larger duck outlined and a smaller duck nearby, along with a rock.

The arcade is open

Think of these six projects as your Code Club’s arcade collection. Play them in any order. Return to your favourites. Challenge creators to remix them. Combine ideas from different games. Add extra levels. Invent new characters.

There are no credits to run out, no game over screen, and no wrong way to play. Just unlimited opportunities to create!

Ready to press start? Explore the Code Club arcade, pick your first game, and let the creativity begin.

Making your Code Club welcoming for everyone

Code Club thrives because every young person brings something unique: different interests, strengths, and ways of learning. By welcoming and valuing those differences, we create clubs where more young people can belong, participate, and grow.

As leaders and mentors, we play an important role in making that happen. Creating an inclusive Code Club doesn’t mean having all the answers or making everything perfect. It starts with being curious, listening, and thinking about what might help everyone feel confident, welcome, and able to take part.

Here are five practical ways to help create a Code Club where every young person feels they belong.

1. Start with belonging

When we think about accessibility, we often think about physical access. Can everyone get into the building? Is there an accessible toilet? These things matter, but creating a sense of belonging matters too — young people might be able to access the venue, but still feel unsure about attending.

You can help by thinking about how young people experience your club. Some may find busy or noisy environments overwhelming. Others may need extra time to process instructions, benefit from visual demonstrations, or appreciate having choices in how they complete a project.

Three children laughing and interacting at computers in a classroom setting, participating in a code club activity.

If it’s a young person’s first time at your club, they might worry about making friends, joining a new group, or not knowing what to expect. You could consider using an icebreaker activity, name tags, or sending them an example project and a few details about what a session typically looks like before their first session.

You could also take inspiration from St Nicholas Primary School in the UK. They created a visual story to show creators what to expect at Code Club.

Creating an inclusive Code Club means recognising and responding to a range of needs so that more young people can participate confidently and enjoy the experience.

“Inclusion is not about perfection, it’s about presence and persistence.” – Chidi Duru, co-founder of Codeant Technology Hub, Nigeria 

A classroom scene with a diverse group of children engaged in a coding workshop, seated at wooden desks with laptops. An instructor sits among them, guiding the students. The walls are painted yellow, and the room has a rustic appearance.

2. Think about barriers, not labels

Rather than focusing on diagnoses or labels, focus on what helps young people take part and feel comfortable at your club.

Ask yourself:

  • Have we helped new members know what to expect before they arrive? 
  • Do we explain activities in different ways?
  • Can young people access a quieter space if they need one?
  • Do learners have opportunities to take breaks and rejoin activities?
  • Can young people make choices about how they complete projects?

By focusing on small, practical changes like these, rather than labels, you can make it easier for every young person to join in and enjoy Code Club.

“Start by assuming that every young person belongs, regardless of their experience level. We tell students and families that no coding knowledge is required and that our Dojo is a safe place to learn, ask questions, make mistakes, and grow. New participants are introduced to mentors who share their own journeys into technology and technology-enabled careers, helping students see relatable role models and future possibilities.” – Nefertiti Stanford, Philly CoderDojo, USA

Headphone policies aren’t just about noise control—they’re a key tool for accessible learning.

“Have an open policy on headphones. Some young people need headphones to reduce the background noise and let them concentrate. Some young people love to incorporate a lot of sound into their coding projects so having headphones means they don’t impact others. And for some, headphones means they can access text to speech service, or translation services, without standing out in the group.” – Kaye North, Community and Engagement Manager for Code Club Australia

A young girl wearing headphones smiles while working on a laptop in a busy workshop setting, with adults and other children in the background.

3. The environment matters

Take a moment to look at your club through a new member’s eyes.

While you may not be able to change everything about your venue, thinking about the first impression the environment gives can help you identify barriers and think about how to make your club more welcoming.

Consider:

  • Can young people easily find and access the club?
  • Is there step-free access and an accessible toilet available?
  • Are the toilets and other facilities clearly signposted?
  • Is it easy to move around the room?
  • Are noise levels, lighting, or distractions likely to affect participation?
  • Can you share a floorplan, photos, or a video of your club venue with new members so they know what to expect

Sharing information about your venue in advance can help families decide whether the club is right for their child and open up conversations about any support needs before they attend.

“Sometimes young people need a break. Having fidget and sensory toys, pencils and paper to draw with, or having a dedicated ‘calm space’ can really help anyone who gets overwhelmed.” – Mentor, Selby CoderDojo, UK

One of the simplest ways to make your club more welcoming is to ask the people attending:

“Is there anything we can do to help make this club work better for you?”

Young people and their families often know best what support will help them feel confident and included. You don’t need specialist expertise to ask that question, but the answer may help you make a meaningful difference.

Two children sitting on a couch, focused on a blue learning tablet. They are surrounded by large teddy bears, one resembling Winnie the Pooh, while a caregiver is seen in the background.

4. Celebrate different kinds of success

Every young person learns, creates, and experiences success differently. Recognising those differences helps us create a Code Club where everyone can thrive.

Success is about more than just finishing a project. By celebrating creativity, persistence, teamwork, curiosity, and problem solving alongside technical skills, we can help every young person feel recognised and valued. Explore our selection of downloadable certificates, designed to help you value and celebrate every creator’s achievements.

“Code Club has definitely helped Micha grow in confidence. Prior to joining Code Club he was quite anxious about joining after school activities, but this has definitely given him more confidence to try new things and socialise with other children as well.” – Catherine, Micah’s mum, UK

A diverse group of children and adults engaged in a creative workshop at a table covered with arts and crafts materials, including scissors, colored papers, and electronic components.

5. You don’t need to have all the answers

No volunteer can anticipate every need or situation that might arise at their club. Creating a welcoming Code Club is mostly about being open to listening, learning, and adapting when needed.

Small changes can make a big difference. Small, thoughtful adjustments can make a big difference for the young people who need them, while also creating a more welcoming environment for everyone else. For example, a visual timetable can offer reassurance and clarity to one creator, while helping the whole group know what to expect.

Supporting one creator doesn’t take anything away from others — it simply helps create a Code Club where everyone has the opportunity to feel comfortable, included, and ready to learn.

Useful resources

If you’re looking for more detailed guidance, our Code Club accessibility guide includes practical advice on running an inclusive Code Club. 

We’d love to hear from you!

What have you done to help make your Code Club welcoming and inclusive?

Share your experiences with the Code Club community on Facebook and LinkedIn and help inspire other mentors around the world.

Where to start with Code Club projects

Starting a Code Club is exciting! There are hundreds of free projects to choose from, so where should you start?

The good news is that there isn’t one perfect first project. Every Code Club is different. The best project for your club depends on your young people, your setting, and what they enjoy creating.

To help you get started, we asked Code Club leaders from the community which projects they recommend for a first session — and why. Their advice shows there are lots of different ways to begin… and we noticed a few common themes.

Start with something that builds confidence

When we were speaking with the community, one thing came up again and again: choose a project that helps young people experience success quickly.

For Fiona from Peterborough CoderDojo in the UK, that project is Space talk, the first project from our Introduction to Scratch path.

“It introduces the basics of Scratch well and provides a useful framework for the first few sessions.”

What Fiona enjoys most is seeing how different young people connect with the same project.

“For some it’s the excitement of writing their first line of code. Others love choosing backgrounds and characters, while some enjoy adding sounds.”

Her biggest piece of advice:

“Don’t try to force a particular way through the project. Some young people will follow every step, while others will immediately start changing things. Let them take the project in the direction they want.”

Code Club mentor, Marc, suggests beginning with Rock band, the first project in another Scratch path: Module 1.

For him, Rock band is the perfect introduction because it assumes no previous coding knowledge, is easy to follow, and quickly becomes creative.

“It’s noisy, fun, and exciting — and the projects that follow work really well in sequence.”

Give young people choices

Code Club encourages young people to make choices, explore their own ideas, and shape their own projects.

Tamasin Greenough Graham prefers to offer three different projects with different levels of challenge, allowing young people to choose what interests them.

“Giving them a choice means they’re more likely to enjoy the session and stay engaged.”

One project she recommends is Stress ball. It’s simple enough for beginners but can easily be extended — everyone can work at their own pace.

“Young people end up creating completely different versions of the same project while sharing ideas and solving problems together.”

She also suggests choosing projects that connect with what’s happening around your club.

Whether it’s the changing seasons, a school or community event, or something your young people have recently experienced, making projects feel relevant can help keep enthusiasm high.

Personalisation matters

While each club leader had their own favourite first project, many said the same thing: the best projects are easy to personalise.

Richard from the UK recommends CATS! because it quickly shows what young people already know, while giving them lots of opportunities to make the project their own.

“Create your own version first to show what’s possible — change the character or colours, or add another level.”

Darren Townsend and Caroline Magero both recommend starting with Ghostbusters.

Darren likes Ghostbusters, along with Boat race, because they’re simple to get started with but easy to adapt and extend. He encourages club leaders to help young people think beyond the instructions by asking questions like:

  • Do the sprites have to be ghosts?
  • Could the sprites be falling fruit instead?
  • Does the game have to feature a boat?
  • Could the boat race become a car race instead?

Caroline, who runs a Code Club in Kenya, also recommends Ghostbusters because it introduces learners to a wide range of Scratch blocks while giving them the freedom to explore their own ideas and creativity.

Her advice is simple:

“Celebrate every complete and incomplete project to build learners’ confidence and encourage creativity.”

Together, their advice highlights that the best starter projects aren’t just easy to follow — they’re easy for young people to make their own.

These small changes help young people see coding as something creative rather than something they have to copy exactly.

Creativity is more important than perfection

Several Code Club leaders told us that they encourage young people to experiment, rather than produce a perfect project.

James Obukui, from Kenya, recommends Lost in space because it introduces key coding concepts while leaving lots of room for imagination.

“Watching projects come to life excites learners. They enjoy adding more sprites, changing the code, and making the project their own.”

He also reminds leaders to create an inclusive environment where everyone has the opportunity to explore at their own pace.

Physical computing can be a great first experience

Not every Code Club starts with Scratch.

Japhet Kipkore from Kenya introduces new learners to physical computing by starting with Lighting the LEDs using a Raspberry Pi Pico.

He likes the project because learners can immediately see the results of their code while learning about electronics.

“Always start with simple demonstrations and let learners work in pairs or small groups. Give them opportunities to try things for themselves.”

A few themes we noticed

Although everyone had their own favourite project, there were some clear patterns!

Many Code Club leaders recommend projects that:

  • Build confidence through quick successes
  • Can be personalised and extended
  • Give young people choices wherever possible
  • Match learners’ interests instead of focusing on difficulty

Perhaps the biggest takeaway is that the project itself matters less than the experience it creates.

Still not sure where to begin?

If you’re still deciding, here are a few ideas.

If your creators are complete beginners… Space talk

Also recommended by Fiona from Peterborough CoderDojo, UK, Space talk is a gentle first step into Scratch, where creators build a space scene and bring alien characters to life by making them react with sounds and expressions when clicked. It’s a great intro because it only uses a couple of simple code blocks (Looks and Sound), while still letting learners get creative with the Paint editor to customise their characters. It’s perfect for anyone who’s never coded before.

If they love games… Neil the seal

This is a chaotic, fun, arcade-style game where creators code Neil the seal to waddle around town smashing signs, cars, and barriers for points, while a ranger tries to chase him back to the sea. It’s got real game mechanics: scoring, movement, and a chase opponent, making it a satisfying, silly game to build and play. And stay tuned — six new Games projects are coming soon!

If they enjoy art and design… Paint box

Creators build their own working paint program in Scratch, complete with a pencil, colour changer, and eraser. It’s a lovely blend of coding and creativity. They’ll learn how mouse input and drawing tools work under the hood, while ending up with a genuinely useful app they can doodle with afterwards.

If they like storytelling… This is our flatgame

This is a lovely hybrid of video games and poetry, where creators hand-draw or craft their own artwork (drawings, cut-outs, photos), then bring it into Scratch to create a game world they can explore by wandering around. It’s especially great for creative, non-linear storytellers, since there’s no ‘winning’ — just atmosphere and exploration. A nice change of pace from traditional coding projects.

If they want to make something physical… LED firefly

Using a Raspberry Pi Pico, creators wire up an LED and switch, then program the LED in MicroPython to blink in a pattern that mimics a real firefly. It’s a lovely first hardware project. Creators will learn the basics of microcontrollers, circuits, and physical computing, and end up with a little glowing creation they built with their own hands. 

There’s no perfect first project

Every Code Club is different. A project that works brilliantly in one club might not be the best fit for another.

The most important thing is choosing something that gets young people excited to create, explore, and come back next week.

As Fiona reminds us, don’t worry if everyone approaches a project differently. Some young people will carefully follow every step, while others will immediately start experimenting.

All will be learning in their own way.

Browse Code Club projects