← Puppy Code

How to play

Everything the game asks of you, on one page. Read it before you sit down with a child, or keep it open beside you while you both work a garden out.

The job

A ball is somewhere in the garden. The puppy will fetch it, but only if you tell it exactly how to get there.

You build a plan, one step at a time. Then you press Run, and the puppy follows the plan exactly. If the plan does not work, you change it and run it again.

Garden 1. Arrow keys on the left, a one-line plan in the middle, the puppy and the ball on the right.
The three parts of the screen. What to do is on the left. Your plan is in the middle. The garden is on the right.

The six words the puppy knows

That is the whole language. There is nothing else to learn.

Word What the puppy does
up Walks one tile up the screen
down Walks one tile down the screen
left Walks one tile left
right Walks one tile right
pick Picks up what it is standing on
drop Puts down what it is carrying

A garden only offers the words it needs. The early ones have nothing but arrows.

Three ways to build a plan

The game changes how you write, one stage at a time. The rules never change. Only the way you enter a step does.

Gardens 1 to 12, tap the arrows

Press an arrow button and the step joins the plan. Tap a step in the plan to take it out again. Hold a step and drag it to move it.

The first gardens need no reading at all. The pictures carry the meaning.

Gardens 13 to 15, press the words

The same steps, now shown as words rather than arrows. You press the words instead of typing them. This is the bridge between the pictures and real writing.

Gardens 16 to 27, write it yourself

Now you type the plan on a keyboard built into the game. One step to a line.

Typing is forgiving on purpose. Any beginning of a word counts, as long as only one word starts that way.

A line the puppy does not understand yet is not an error. It is left alone on the screen as something you are part way through writing.

Garden 16. A keyboard built into the game, and a plan of six typed words.
Garden 16. The keyboard opens from the picture beside the instructions.

Doing steps again, with a repeat

Later gardens let a group of steps happen again and again. The line that starts a repeat looks like this:

do 3 times

What belongs to the repeat is set in further than that line. The first line that comes back out again ends it. When you type, the game sets the lines in for you, so nobody has to count spaces.

up
do 4 times
  right
down

That plan walks up once, then right four times, then down once.

A repeat can hold another repeat. The number can be anything from 1 to 9.

Garden 27. A plan containing do 4 times, with one step set in underneath it.
Garden 27. Two repeats in one plan, one out to the ball and one back to the basket.

When the plan stops

The game never says "wrong". It says what the puppy tried to do and what stopped it. There are only a few things that can stop it.

Change one step and press Run again. There are no timers, no scores, and no way to lose. A child can stay in one garden as long as they like.

The buttons

Button What it does
Run Starts the plan. While the puppy is walking, the same button stops it.
The round key beside Run Puts this garden back to how you found it, and leaves every other garden alone.
The menu at the top left Opens the list of gardens. Gardens unlock in order.

One more button sits at the bottom of the list of gardens. "Start all the gardens again" puts every garden back to the beginning.

Playing it with a child

The game is landscape only, so turn the screen sideways. It is meant to be played side by side, with one screen between you.

An adult who has never programmed can start at garden 1 too. The gardens are a real first course, in the order the ideas build on each other.

Where to get it

Puppy Code is coming to the App Store and Google Play. It is free, with no adverts and nothing to sign up for.

Write to info@codesuma.dev if you would like to know when it is out.