🎮 Reflecting on the Digital Design Process – Circuit Breaker



 

🔌 Overview

When I started designing Circuit Breaker, I wanted to make something that felt connected to my everyday environment at the Mizzou Digital Media & Innovation Lab. I’ve seen students struggle with hardware setups, power cords, and equipment malfunctions—usually solving problems by trial and error. That sparked the idea (pun intended) for a game that teaches electrical safety and troubleshooting in a fun, interactive way.

Using Construct 3, I took that idea and turned it into a short 2D side-scrolling experience. The player takes on the role of a lab technician trying to restore power to a malfunctioning media space, fixing hazards while learning to think logically and safely.


🛠️ The Design Process

I began by sketching a level map (shown below) that outlined hazards, collectibles, and circuit nodes. Each area represents a real-life scenario—faulty outlets, tripped breakers, and miswired equipment. I wanted each puzzle to model actual cause-and-effect sequences: if you try to fix something before cutting the power, it backfires.

Circuit Breaker started as a paper prototype. From there, I recreated the layout in Construct 3 using placeholder art and a simple collision system to test how players moved and interacted. Even though it was my first time using Construct 3, I found the engine intuitive, especially the event-based scripting system that visually maps logic instead of writing long lines of code.


Figure 1. Early schematic showing the “hazard–fix–exit” flow for Level 1–2.

This iterative design process helped me see how gameplay, visuals, and sound come together. It wasn’t just about creating a playable level—it was about understanding how a game can teach.


⚙️ From Idea to Implementation

Balancing the educational side with the gameplay was my biggest challenge. I didn’t want the player to feel like they were just “reading a safety manual with extra steps.” By making every decision a small puzzle—“Do I turn off the breaker first, or fix the cable?”—I embedded learning directly into the gameplay instead of presenting it as text-based instruction.

This also aligned well with Kapp’s (2012) ideas on Procedural and Conceptual Knowledge, where players act on information instead of memorizing it. Similarly, Gee’s (2003) “Probing Principle” emphasizes learning through experimentation—testing ideas, failing safely, and improving based on feedback. Every spark, flicker, and success animation in Circuit Breaker was designed to reinforce that concept.


🔋 Core Loop and Feedback

The core loop of Circuit Breaker—Observe → Decide → Act → Reward → Progress—became the heart of the learning experience. When players fix a hazard correctly, lights come back on, the background hum returns, and their Safety Meter increases. If they choose the wrong action, they get a light puff of smoke or a humorous comment from the A.I. assistant, S.A.F.E.

Instead of waiting until the end of a level to evaluate progress, this feedback happens immediately. As Kapp (2012) notes, effective learning games use embedded assessment, not post-level quizzes. This design choice helps players internalize both the correct process and why it matters.


🧩 Looking Forward

As I continue developing the prototype, I want to expand the environmental storytelling—adding posters, tooltips, and short dialogue snippets from S.A.F.E. to make the lab feel more alive. My long-term vision is to evolve Circuit Breaker into a short, classroom-ready module where players can apply safety procedures virtually before handling real equipment.

I’m also planning to explore accessibility options like high-contrast modes, larger text, and sound-based hazard cues for players who may rely more on auditory or visual feedback. Construct 3’s event-driven system makes these additions realistic and scalable.


💡 Final Reflection

This project taught me that designing educational games is about much more than mechanics or art—it’s about designing systems that teach through play. Every decision a player makes in Circuit Breaker mirrors the real-world logic of troubleshooting. Gee’s (2003) “Regime of Competence” principle was a guiding force here—each level increases in difficulty just enough to challenge players without overwhelming them.

If I had more time, I’d experiment with dialogue trees, a free-play sandbox mode, and expanded narrative layers for replayability. But even as a prototype, Circuit Breaker captures the essence of what I wanted: a short, meaningful, and fun experience that helps players think safely and critically.

You can explore my earlier posts that document the design journey here:
Gamestorming & Narrative Learning | Goals, Rules, & Mechanics | Core Loop & Feedback


🔗 Prototype Link

You can play the current Circuit Breaker prototype here:
👉 [Circuit Breaker by Darthnihilious]


📚 References

Boller, S., & Kapp, K. M. (2017). Play to learn: Everything you need to know about designing effective learning games. ATD Press.
Gee, J. P. (2003). What video games have to teach us about learning and literacy. Palgrave Macmillan.
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Core Loop Comparison Reflection: Balancing Systems and Learning

 This week’s reflection brought all the pieces together. After exploring games that varied in purpose, complexity, and feedback design, I began to see how core loops and achievement systems communicate learning—sometimes directly, and other times through emotional or strategic engagement.


Comparing Core Loops

In Egypt: Old Kingdom, the core loop is slow, layered, and strategic. Each turn asks players to plan resource allocation, balance labor, and anticipate long-term outcomes. The repetition of this loop encourages analytical thinking and patience—mirroring real historical decision-making.

Ultra Pixel Survive takes the opposite approach with a fast, reactive survival loop. Players gather resources, fight waves of enemies, and rebuild constantly. It’s short-term and kinetic, prioritizing adaptability and reflexes. While not explicitly educational, it models efficient prioritization under pressure—skills useful in real-life crisis management.

In Green New Deal Simulator, the loop combines both pacing styles: analyze, invest, simulate, evaluate. The result is a hybrid loop that blends strategic planning with feedback immediacy. It’s reflective, yet still interactive enough to keep learners invested.

Finally, Pokedex Accurate Dual Type Pokémon Personality Test shifts away from traditional loops entirely, using a self-assessment loop: respond to prompts → generate insight → reflect on outcome. Its core is self-awareness rather than mastery, transforming play into identity exploration.


Achievements and Learning Balance

Achievements across these games reveal different philosophies of learning. Egypt: Old Kingdom uses success metrics (population, monuments, wealth) to show mastery. Ultra Pixel Survive equates survival time with progress, appealing to persistence. Green New Deal Simulator uses metrics as reflection tools, while Pokedex Accurate Dual Type reframes achievement as discovery rather than victory.

What unites them is that learning happens through feedback, whether it’s a population graph, a surviving night, a balanced budget, or a personality result. Each achievement connects player action to consequence—essential for both game balance and learning engagement.


Reflection on Design Insights

Analyzing these loops helped me understand how I can design my own digital learning game: one that finds balance between strategy, reflection, and agency. A game doesn’t have to rely on traditional “win” conditions to teach effectively; instead, it can guide learners to think critically, adapt to systems, and see outcomes as part of a learning journey rather than a finish line.


References

Clarus Victoria. (2018). Egypt: Old Kingdom [Video game]. Clarus Victoria. https://store.steampowered.com/app/646570/Egypt_Old_Kingdom/
Ultrabit Games. (2021). Ultra Pixel Survive [Browser game]. Construct 3 Games Community. https://www.construct.net/en/free-online-games/ultra-pixel-survive-33254
Simona, J. (2023). Green New Deal Simulator [Web game]. MIT Education Arcade. https://educationarcade.mit.edu/project/green-new-deal-simulator/
Mewwwtwooo. (2024). Pokedex Accurate Dual Type Pokémon Personality Test [Browser game]. Itch.io. https://mewwwtwooo.itch.io/pokemon-dual-type-test

Balancing Achievements in Educational Games: Green New Deal Simulator and Pokedex Accurate Dual Type Pokémon Personality Test

 This week, I explored how games balance achievements to reinforce learning outcomes and maintain engagement. I compared Green New Deal Simulator with Pokedex Accurate Dual Type Pokémon Personality Test, two very different games that both use achievement systems to guide reflection and understanding.


Achievements and Feedback Loops

In Green New Deal Simulator, achievements come in the form of measurable policy outcomes. As players make decisions about energy, taxes, and infrastructure, they receive immediate and cumulative feedback through shifting graphs, approval ratings, and CO₂ levels. These metrics create a constant loop of decision → consequence → reflection, allowing players to test economic and environmental trade-offs.

By contrast, Pokedex Accurate Dual Type Pokémon Personality Test uses self-assessment as achievement. Players answer a series of questions, and the game translates their responses into a Pokémon dual type—essentially a reflection of personality mapped onto game mechanics. The “achievement” here isn’t winning, but discovering insight about oneself. It’s playful, accessible, and surprisingly effective at maintaining engagement because the end result feels personalized.


Balancing Motivation and Learning

In both games, achievement systems encourage reflection, but in different ways. Green New Deal Simulator motivates players through system mastery—learning how interrelated policies influence national outcomes. Success feels earned through logical thinking and strategic foresight.

Pokedex Accurate Dual Type Pokémon Personality Test leans toward intrinsic motivation, rewarding curiosity and self-discovery. There’s no scoreboard or ranking—only a sense of identity alignment. This aligns with research on gamification, where self-expression can be as motivating as competition (Kapp, 2012).

Both games demonstrate that achievement doesn’t always require high scores or trophies. Instead, it can be about clarity of feedback and meaning in results—whether understanding a nation’s sustainability path or learning what Pokémon type best reflects your values.


References

Simona, J. (2023). Green New Deal Simulator [Web game]. MIT Education Arcade. https://educationarcade.mit.edu/project/green-new-deal-simulator/
Mewwwtwooo. (2024). Pokedex Accurate Dual Type Pokémon Personality Test [Browser game]. Itch.io. https://mewwwtwooo.itch.io/pokemon-dual-type-test
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.

Exploring Goals, Rules, and Mechanics in Egypt: Old Kingdom and Ultra Pixel Survive

 When analyzing game design for learning, the first thing I focused on was how goals, rules, and mechanics shape the player’s experience. I played both my mentor game, Egypt: Old Kingdom, and a Construct 3 community game called Ultra Pixel Survive. Despite being very different in style and complexity, both offered clear examples of how ludic design directly influences learning and engagement.


Core Loop

In Egypt: Old Kingdom, the core loop revolves around resource management and strategic planning. The player gathers food, constructs buildings, advances research, and maintains population stability. Each cycle builds on the last, encouraging long-term thinking and historical systems awareness. The loop consists of four major steps: assess resources → allocate labor → execute actions → evaluate outcomes.

In contrast, Ultra Pixel Survive operates on a much faster and more reactive loop.
The player’s cycle is collect → build → fight → survive, repeated continuously. Each loop lasts only seconds rather than turns or years, which keeps engagement high but emphasizes reflex and prioritization over reflection.


Rules and Goals

Egypt: Old Kingdom defines success through expansion and stability. Its rules are layered—environmental constraints, population needs, and time pressure all interact to create meaningful challenge. The player’s goal (develop Egypt into a prosperous kingdom) includes sub-goals such as maintaining food surplus, constructing monuments, and researching technologies.

Ultra Pixel Survive, on the other hand, has one clear goal: survive as long as possible. Its rules are direct—resource scarcity, enemy waves, and tool durability. These straightforward mechanics keep the gameplay accessible while still requiring players to strategize resource use and positioning.


Assessment and Feedback

In Egypt: Old Kingdom, feedback is embedded in the simulation itself: resource fluctuations, citizen satisfaction, and population growth all serve as assessments. The game indirectly measures player understanding of management systems.

Ultra Pixel Survive uses immediate feedback—health bars, survival time, and materials collected. While not educational in the traditional sense, its loop teaches quick decision-making and resource prioritization.


Learning Reflection

Playing both games side by side revealed how different rule systems shape cognitive engagement. Egypt: Old Kingdom promotes analytical reasoning and long-term problem-solving, while Ultra Pixel Survive reinforces short-term resource management and adaptability. Both illustrate that rules and goals are more than structural—they guide how players think, react, and learn within a system.


References

Clarus Victoria. (2018). Egypt: Old Kingdom [Video game]. Clarus Victoria. https://store.steampowered.com/app/646570/Egypt_Old_Kingdom/
Ultrabit Games. (2021). Ultra Pixel Survive [Browser game]. Construct 3 Games Community. https://www.construct.net/en/free-online-games/ultra-pixel-survive-33254

🎮 Final Reflection: Closing the Questline

  Quest Log Entry — Prototyper’s End-of-Semester Reflection What a semester this has been. If I flip back through the pages of my Quest Lo...