Module 2: Catch the Dots

Course: Scratch Programming     Level: Module 2     Project 27 of 35

Official Raspberry Pi Project

This lesson is based on the official Raspberry Pi Foundation project. Open it alongside this guide to access the starter project, step-by-step instructions and community remixes.

### [🍓 Open "Catch the Dots" on Raspberry Pi Projects →](https://projects.raspberrypi.org/en/projects/catch-the-dots)

How to use it: Click the link above, then click See Inside on the Scratch project to explore the finished version. Use Remix to get your own copy to edit.


What You Will Build

Develop a game to catch randomly appearing dots with scoring.


What You Will Learn

By the end of this project you will be able to:


You Will Need

Item Details
🌐 Browser Any modern browser — Chrome, Firefox or Edge
🔶 Scratch account Free at scratch.mit.edu
⏱️ Time Approximately 30–45 minutes
📋 Starter project Available via the Raspberry Pi link above

Step-by-Step Guide

  1. Create a colourful backdrop.
  2. Add a catcher sprite (a basket or hand) controlled by the mouse or arrow keys.
  3. Add a dot sprite. Make it appear at a random x position at the top and fall down.
  4. When the dot reaches the bottom: subtract a life, reset to top.
  5. When the catcher touches a dot: add 1 to score, reset dot to top.
  6. Add multiple dot clones that fall simultaneously after score > 5.
  7. Add dot colour coding: gold dot = 3 points, red dot = lose a life.
  8. Add increasing speed as the score grows.
  9. Add 3 lives and a game over screen.
  10. Add a high score tracker that persists between games.

Extension Challenges

Try these after completing the main project:


Reflection Questions

  1. Which Scratch blocks did you use most in this project?
  2. What would you add or change if you had more time?
  3. How could you reuse the ideas from this project in a different context?

Share Your Work

When your project is complete, click Share in Scratch and post the link to your class or the Techbase community.


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