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Week 3 Practice Quiz -- Enemies, Hazards & Level Design


1. What is a collision event?

  • A. When two players bump into each other in real life
  • B. A rule that triggers when two game objects touch
  • C. When the game crashes
  • D. A type of sound effect
Show Answer

B. A rule that triggers when two game objects touch. For example: "If Player touches Enemy, then lose a life."


2. Why do we use Object Groups in GDevelop?

  • A. To make the game run faster
  • B. So we can write one set of events for many similar objects
  • C. To change the color of objects
  • D. To play music
Show Answer

B. So we can write one set of events for many similar objects. Instead of separate "collision with Spike" and "collision with Lava" events, you create a "Hazards" group and write one event for all of them.


3. Which enemy AI pattern moves back and forth between two points?

  • A. Chase
  • B. Sentry
  • C. Patrol
  • D. Random
Show Answer

C. Patrol. Patrol enemies walk to a point, reverse direction, and repeat. Great for guards and ground enemies.


4. What does "teach through play" mean in level design?

  • A. Have a tutorial screen with lots of text
  • B. Introduce hazards in a safe context before making them dangerous
  • C. Tell players the controls before they start
  • D. Make the game very easy
Show Answer

B. Introduce hazards in a safe context before making them dangerous. For example, show spikes across a wide gap (safe to see) before placing them in a narrow corridor (dangerous).


5. What is a checkpoint?

  • A. The end of a level
  • B. A save point the player returns to after dying
  • C. A type of enemy
  • D. A scoring bonus
Show Answer

B. A save point the player returns to after dying. Checkpoints prevent players from having to replay the entire level when they die.


6. What is the first level design principle -- the most important one?

  • A. Make it look beautiful
  • B. Make it as hard as possible
  • C. Teach through play
  • D. Add lots of enemies
Show Answer

C. Teach through play. The best levels teach players the rules through experience, not through text instructions.


Bonus: Level Design Analysis

Pick a level from any game you've played. Sketch or describe:

  1. Where the level teaches you something new (a new enemy, hazard, or mechanic)
  2. Where the difficulty ramps up
  3. Where the level gives you a break (a safe zone or rest point)
  4. Where exploration is rewarded (a hidden item or secret path)