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A handbook for one very cool game maker

Juno's Game Maker Handbook

Build it. Share it. Sell it.

Juno the dancer
Ready to dance
A disco ball
Party time
Beat Bunny with headphones
Beat Bunny

By Juno, Uncle Luke and Claude (the AI helper).
Made after Dance Party, game number one. ๐Ÿ’ƒ

1You did the hardest bit 2Working with your AI helper 3Ideas that work 4Playtesting like a pro 5Finishing a game 6Sharing and showing off 7Money (small and honest) 8Real kids who did it 9Your Game Studio plan 10For grown-ups
Chapter 1

You already did the hardest bit ๐Ÿ†

Most people say "I'm going to make a game one day." You actually made one. People can play it. That is huge.

Dance Party has a disco dance floor, a dancer who copies your moves, three songs (Warm Up, Disco Bounce and Star Spin), combos, stars and high scores. And it is only version 1: the rest is up to you!

Here's the secret: real game studios all use the same simple loop. You've already been doing it without noticing.

The Game Maker Loop

๐Ÿ’ก Ideaโ†’ ๐Ÿฃ Tiny versionโ†’ ๐ŸŽฎ Testโ†’ ๐Ÿ”ง Fixโ†’ ๐Ÿ‘€ Show someoneโ†’ ๐Ÿ” Repeat

Tiny version?

The smallest thing that's fun. One dancer, one song, one dance floor. Make that feel good first. Add the rest later.

Why repeat?

Every lap of the loop, the game gets better. Your handwritten bug lists were laps. That's how pros do it.

Fun fact: lots of famous games started as a tiny, ugly test. Nobody saw that version. They just kept going round the loop.

โœ๏ธ Try this

Write down 3 things you're proud of in Dance Party.

Chapter 2

Working with your AI helper ๐Ÿค–

Claude helped write the code for your game. It's a bit like a super-fast builder who can't see your brain. So you have to tell it clearly.

Say it like you'd tell a friend

โŒ "make it better"

โœ… "Make the arrows on Disco Bounce a little slower, and add a sparkle when I get a Perfect."

โŒ "fix the bug"

โœ… "When I press pause then Levels, there's no back button. Please add one."

The 5 golden rules

Your drawings + your words = the plan.
The AI = the hands.
YOU are the boss of the game.

โœ๏ธ Try this

Turn this vague wish into a clear request: "the song is too easy"

Chapter 3

Ideas that work ๐Ÿ’ก

Luna the dancer
Your drawings are your superpower

Steal, then twist ๐ŸŒ€

Every game borrows from other games. That's allowed! The trick is to add your own twist.

Your drawings are your superpower ๐ŸŽจ

Lots of game makers can code. Not many can draw cool characters. You can. Your drawings make your games look like nobody else's.

Keep an Ideas Wall ๐Ÿงฑ

A wall, a notebook or a folder. Every time you get an idea, stick it up. Don't judge it. Later you pick the best one.

The "fun in 10 seconds" rule โฑ๏ธ

If someone plays your game for 10 seconds, are they having fun yet? If not, cut stuff until they are. Long intros and big menus come later.

โœ๏ธ Try this: Ideas Wall starter

A game I love:
My twist:
Hero I'd draw:
Chapter 4

Playtesting like a pro ๐Ÿ•ต๏ธ

A playtest is when someone else plays your game and you watch. It's the most useful thing in this whole book.

Rule 1: Watch, don't explain ๐Ÿค

This is really hard! When they get stuck, don't say "press space!" Just watch. If they get stuck, that's a clue something needs fixing. You won't be there to explain when strangers play.

Rule 2: The 3-Question Card

After they play, ask:

1๏ธโƒฃ What was the most fun bit?

2๏ธโƒฃ What was confusing?

3๏ธโƒฃ What would you add?

Rule 3: Write bugs like a detective ๐Ÿ”

You already did this! Your handwritten bug lists were exactly what pros do. A great bug note says:

What I did
"Paused, then pressed Levels"
What happened
"No back button. Stuck!"
What should happen
"A back button to the pause menu"
Pro secret: when a tester says "make it easier", don't argue. Say "thanks!" and write it down. You decide later.

โœ๏ธ Try this

Chapter 5

Finishing a game ๐Ÿ

Starting games is easy. Finishing them is the real superpower. Most people never finish one. You can.

The Finished Game checklist

Done is better than perfect โœ…

There will ALWAYS be one more thing you could add. Write it on a "Version 2" list and finish anyway. You can update it later. Real games get updates all the time.

Kiki the dancer
Song: finished โœ”

The Version 2 list

When you get a new idea halfway through, don't stop to build it. Put it here instead. Future-you will thank you.

Chapter 6

Sharing and showing off ๐Ÿ“ฃ

Grown-ups call this "marketing". It just means: helping people find your game and want to play it.

๐ŸŽ‰ Demo Day

Invite the family. Set up the game. Snacks. Everyone plays. You watch (and use the 3-Question Card!).

๐Ÿซ Show-and-tell

Ask your teacher if you can show your game at school. Bring a drawing of your hero too.

๐Ÿ”— Friend test links

Uncle Luke can send a private link to friends' parents so your mates can test it at home.

๐Ÿ““ A devlog

A "development diary": short videos of what you added this week. Uncle Luke posts them.

๐Ÿ”’ Why Uncle Luke runs the channel

In Australia, kids under 16 aren't allowed their own TikTok, YouTube or Instagram accounts. So Uncle Luke runs the channel, and your face and real name stay private. The game and your drawings can be the star instead. That's actually cooler. Mystery game maker! ๐Ÿ•ถ๏ธ

Your one-sentence pitch

Can you explain your game in one sentence? Try this pattern:

"It's a game where you  (do what)  to  (beat who) , but  (the cool twist) ."

โœ๏ธ Try this

Chapter 7

Money (small and honest) ๐Ÿ’ฐ

Here's the truth: your first money from games will be dollars, not thousands. And that's awesome, because the first dollar is the hardest one.

8 ways to earn your first dollars

  1. Pay-what-you-want on itch.io: free to play, people can tip if they love it. (On Uncle Luke's account.)
  2. A $2 web version: a "deluxe" version with extra levels.
  3. Launch party honesty box: family plays, and anyone who wants to can drop a coin in the box.
  4. Commissions for classmates: draw a friend into the game as a character for $10 to $20, agreed with their parents first.
  5. A cosmetics shop: fun hats and skins, but only once the game is already fun for free.
  6. Character stickers of your dancers at the school fair.
  7. A tiny studio name on your title screen, so people remember who made it.
  8. "Tip the tester" $1: a fun little thank-you jar at demo day.

The big lesson

Feedback first, money second. A game people love will earn money one day. A game that asks for money too early just gets closed.

๐Ÿ“’ Uncle Luke's job

Uncle Luke holds all the accounts and all the money, and keeps a notebook of who played and what they paid. You get to see the notebook any time! Grown-up rules say kids can't own these accounts yet, so this is the team way to do it.

Chapter 8

Real kids who did it ๐ŸŒŸ

These are true stories. Some kids made games with a parent. One made his alone.

๐Ÿบ

Zach, 8: Wolf House

Zach and his dad built a Roblox game where you fight off waves of wolves and level up. More than 1,000 people have played it. He even used AI to help design it, just like you!1

๐Ÿƒ

Porter, 7: Cube Creatures

Porter drew a comic at a comic book camp. He and his dad turned his characters into a real card game called Cube Creatures. Porter's drawings became the cards. Sound familiar? ๐ŸŽจ2

๐Ÿš€

Jonathan, 11: The Delivery Spaceship

Jonathan made his first 3D game and put it on itch.io. At first nobody could find it in search! He kept asking questions and learning how it works. Getting found takes work, even for good games.3

Real talk: these are rare, lucky wins. Most kid game makers earn pocket money, or nothing at all, and learn HEAPS. That's still a win. Every game you finish makes the next one better.
Sources. 1. Patch (Commack, NY), "Commack 3rd grader isn't just playing Roblox", and News12 Long Island, 20 Mar 2026. 2. Global Toy News, 14 Aug 2025, press release on Cube Creatures (DJ and Porter Burdick). 3. Jonathan's own post on the itch.io community forum (profile jonathan787821).
Chapter 9

Your Game Studio plan ๐Ÿข

Every game maker has a studio name. Yours could be silly, cool, or both.

My studio is called:

My 5 game slots

1
Dance Party โœ”
2
3
4
5

Trophies to chase ๐Ÿ†

๐ŸŽฎFirst friend plays my game โ˜
โœ๏ธGame 2 started โ˜
๐ŸŽ‰Demo Day done โ˜
๐Ÿช™First dollar earned โ˜

The Studio Rules

Signed: (Game Maker)   (Uncle Luke)

Chapter 10 ยท For grown-ups

For Uncle Luke: the platform facts

โš ๏ธ Check these yourself before acting. Platform rules and fees change often. Notes current as of November 2026.
itch.ioUsers 13+. Publishers must be 18+ or have parental consent, with an adult on the payout form. Use your account; list Juno as a credit by nickname only.
AppleApple Developer Program is 18+, about US$99/yr. Enrol as an Individual, so your legal name is the seller. Kids Category is optional (age band 9 to 11 if used) and needs parental gates, no third-party ads or analytics.
Google PlayDeveloper account 18+, US$25 one-off. New personal accounts must pass a closed test (testers over a set period) and device verification before going to production.
SteamSteamworks states no age limit, but needs a signed contract, ID, bank and tax details in an adult's legal name. US$100 per game, recouped after US$1,000 in sales.
RobloxDevEx (cashing out Robux) is 13+ with a minimum of 30,000 earned Robux. Not one for now.
Social mediaAustralia's minimum age rule (from 10 Dec 2025): under-16s can't hold accounts on TikTok, YouTube, Instagram and others. So the channel is parent/uncle-run. On YouTube, mark videos "Made for Kids" and keep comments off. No face, no full name, no school.
Tax (ATO)Genuine hobby income generally isn't declared; income from something run as a business is. Keep a simple notebook of every dollar in and out either way.
MoneyAll accounts, payouts and cash sit with you. Commissions only with the other kid's parents agreeing first.

Sources to re-check: itch.io terms of service and publisher payout docs ยท developer.apple.com/kids and Apple Developer Program enrolment ยท Google Play Console Help (new personal account testing requirements) ยท Steamworks documentation (onboarding, app credits) ยท Roblox Developer Exchange help ยท esafety.gov.au (social media minimum age) ยท ato.gov.au (hobby or business).

The point of all this: Juno gets the fun bits (ideas, drawing, testing, showing off). You hold the keys. Feedback first, money second.