Programming simple games (Scratch, PICO-8)
CostFree to Low
Includes: Scratch (free) and PICO-8 (one-off licence). Example: PICO-8 costs €15 one-off; Scratch is free.
What it is
What is the fastest way to feel like a programmer? Make something you can play within an hour. Scratch and PICO-8 are built to deliver exactly that, and they are the most enjoyable entry point into coding there is.
Both platforms make a playable result achievable almost immediately. Scratch, from MIT, is a free browser-based environment where you drag code blocks together, which removes syntax errors as a barrier entirely and lets you focus on logic. PICO-8 is a self-styled fantasy console with deliberate limits, a 128 by 128 pixel screen, 16 colours, and a tiny sound chip, that you program in the Lua language for a one-off €15. The constraint is the point. Working within tight limits forces creative problem-solving, and the PICO-8 community has produced thousands of inventive, beautiful little games as proof.
Game programming is uniquely motivating because the output is interactive and testable the instant you write it. Every line either makes something happen on screen or it does not, so the feedback loop is immediate and the dopamine arrives fast. The single most useful piece of advice for beginners is to finish small games rather than start ambitious ones, because a complete ten-minute game teaches more than a half-built epic you abandon. A Scratch sprite that bounces takes twenty minutes; a working PICO-8 snake game takes an afternoon. From there the skills transfer cleanly to bigger tools like Love2D and Godot.
How it works
The platform you pick shapes how you learn, so choose deliberately. Scratch, free in any browser at scratch.mit.edu, removes syntax errors entirely by letting you drag code blocks together, which means you focus purely on logic. PICO-8, a €15 fantasy console, has you write actual Lua code inside deliberate limits, a 128 by 128 screen and 16 colours, where the constraint forces creative solutions. Beginners with no coding background tend to start in Scratch; those who want real syntax go straight to PICO-8.
In Scratch you choose a sprite and start stacking blocks: when the green flag is clicked, move ten steps, if touching the edge then bounce. A moving, controllable sprite takes about twenty minutes, and you build up from there through collision detection to keyboard control to a score counter. In PICO-8 the structure is three core loops you write yourself: an init that runs once, an update that handles input and logic every frame, and a draw that renders the screen. A working snake game comes together in an afternoon following the built-in tutorials, and the sprite, map, and sound editors all live in the same window.
The single most useful discipline is to finish small games rather than start ambitious ones. A complete ten-minute game you actually shipped teaches more than a half-built epic you abandoned, because finishing forces you to solve the unglamorous problems, scoring, game-over states, restarting, that you skip when you only ever build the fun part. What actually happens to most beginners is scope creep kills the first three projects before they learn this.
Benefits
What you need
Here's what to gather before you start. The essentials are marked.
FAQs
No, these tools exist specifically to teach you. Scratch uses drag-and-drop blocks, so you build logic visually without typing a single line, which makes it ideal for absolute beginners and children. PICO-8 uses real code (a simplified Lua) but in a deliberately tiny, friendly environment. Start with Scratch if programming feels intimidating, then move to PICO-8 when you want to write actual code.
A simple catch-the-falling-object game or a one-screen platformer. These teach the core loop of every game: input, movement, collision, and scoring, without needing levels or complex art. Aim to finish something small rather than start something ambitious. A complete tiny game teaches you far more than a sprawling project you abandon when it gets hard.
The limits are the point. PICO-8 caps your screen size, colours, and code length on purpose, because constraints force you to finish and stop you drowning in options. You cannot get lost adding endless features when there is no room for them. That tight box is why so many beginners actually complete a game in PICO-8 when they stalled forever in bigger engines.
Share, easily. Sell, with some limits. Scratch projects run in any browser and live on the Scratch site for anyone to play. PICO-8 games export to web, and you can put them on itch.io freely. Selling is possible but these tools suit learning and small creative releases more than commercial products. Treat early games as practice and portfolio pieces rather than income.