Skip to content

KURAI Student Project

Daniel's Obstacle Course

Jump across platforms, dodge spikes and lava, grab the key, and reach the portal — over six levels that get trickier as you go.

Age 7
Builder
4 weeks
Build time
6 levels
Final game
Play the game
Promotional poster for Daniel's Obstacle Course

Arrow keys move · Space jumps · D lowers traps

Ready?

6 colorful levels of spikes, lava and traps. Tap D to lower hazards — but only for a moment.

Daniel mid-build, testing Level 4

How he made it

Paired with an instructor.
Iterated for weeks.

Daniel didn't sit down and build a six-level game on day one. He started small — breaking a big idea into small steps — with a single jumping square on a flat floor. Then he asked: "what if there were spikes?"

Over a few weeks of paired sessions, Daniel worked alongside his AI Explorers instructor — prompting carefully, then playing, breaking, and refining until the timing felt fair. Lava that needed timing. A key to collect. A trap that lowers when you press D. Each idea started as a sketch on paper, became a prompt, then a level — and got revised when it didn't quite play right.

By the time he demoed it at module wrap-up, Daniel could explain exactly why each piece worked the way it did — because he'd debugged most of them himself.

Step by Step

From a blank canvas to six levels.

What an AI Explorers session actually looks like — the game state, the prompts Daniel sent to the AI, and the next thing he wanted to add.

1Step 1 of 3

A jumping square

Flat floor, one character, a working jump.

Daniel sketched the idea on paper, then asked the AI: make a small character that jumps on a flat floor when i press space. He had a working jump 30 seconds later — and spent the rest of the session tweaking gravity until it felt right.

Skills practised
Computational thinkingAI literacy
2Step 2 of 3

Adding the danger

Spikes, lava, and a way to time the jumps.

The first version was unfair: spikes everywhere, no way through. Daniel asked: the spikes are too hard. can he sometimes get past them? The AI added a "press D to lower" mechanic. Daniel then refined the timing himself until a careful jump could clear each row.

Skills practised
Iteration & debuggingAI literacy
3Step 3 of 3

Six levels, a key, a portal

The full obstacle course, end-to-end.

Daniel mapped six levels in his notebook, then worked through them one by one. level 5 should need a key before the portal opens — that's the prompt that introduced the collectible. He could explain every choice at module wrap-up.

Skills practised
CommunicationComputational thinking

The guide

How to play.

Daniel also designed a how-to-play guide — the controls, what to avoid, and all six levels at a glance. Tap to view it full size.

How-to-play guide for Daniel's Obstacle Course

Your child could build something like this.

Daniel learned by making — paired with an instructor, iterating with AI, debugging in real time. Your child can too.