Using a game maker in the classroom, honestly
By Eduardo Orellana · Updated
Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. Flockbay can work well in a classroom, but it is a desktop install that needs a live connection, and there is no site licence. Here is what that means before you plan a term around it.
The constraints, first
Anything you are considering for a room of students should tell you its constraints before its features, so here they are. Flockbay is a desktop application for Windows. It is downloaded and installed on each machine. It is not a web page you open, and there is no version that runs in a locked-down browser tab.
Building requires an internet connection that stays up. The chat, asset generation and world data all come over the network. If the connection drops mid-lesson, students can still play what they have already built, but they cannot continue building. On a school network that throttles or filters aggressively, that is the thing to test before anything else.
There is no classroom plan, no seat pricing and no site licence. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key. If you are budgeting for a class, the only cost is the AI each person connects, and hand-building the worlds costs nothing.
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What a lesson actually looks like
A session has a shape that fits a period reasonably well, because the slow parts of game development are not in it. Nobody spends the first three lessons on syntax. Making a project asks one question first — 2D or 3D, shown as two pictures — and then the student is in the builder. In a 3D project they shape some ground, place water and a character, and say what should happen. Flockbay writes the GDScript into their project. They press play and the game runs locally on their machine.
A 2D project is playable inside the first few minutes of a period. What opens is a sky, a band of scenery, ground with a ledge in it, a platform off to one side and a person who walks, falls and jumps. Ground is a tile layer, so a student drags to lay it and drags to erase it, and the tiles, the edges and the collision all fall out of which cells are ground — nobody loses ten minutes hunting for the right corner piece in a palette. On a single period that is not a small difference.
That means the feedback loop inside one lesson is complete: build, play, decide it is wrong, change it. A student who has never made anything before will have something they can show at the end of the first session. Whether it is good is a separate question, and a better one to spend the term on.
The natural unit of work is a place rather than a genre. Ask for a corridor that feels tense, or a village that feels lived in, and you get design conversations. Ask for a platformer and you get twenty near-identical platformers.
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What students are doing that is worth assessing
Because the code is written for them, the visible work is world building, systems design and judgement. A student decides how far apart to space the landmarks, how long night lasts, what the player learns in the first thirty seconds. Those decisions are legible, defensible and arguable, which makes them easier to mark than a script that either runs or does not.
They are also decisions the student has to make from playing. This is worth being explicit about with a class: nobody in the room can tell you whether the jump feels right except the person who just played it. Handing the judgement back to the student is the mechanism, not a gap in the tool.
The code is not hidden. It sits in the project as normal GDScript, and a student who wants to read it can. In a class that is meant to teach programming, that is a way in rather than a wall — they read code that already works and that they asked for.
Where it is the wrong choice
If your machines are Chromebooks, this is not the tool. If your students cannot install software, it is not the tool. If your network cannot be relied on for the length of a lesson, the building half will stall and you will spend the period troubleshooting rather than teaching.
If any of those apply, a browser-based tool is the honest answer, and there are good ones. Being the right tool for a room you cannot deploy in is not something a landing page can arrange.
Where it fits is a room with real Macs or Windows machines, a stable connection, and students who are old enough to manage their own account. In that room it removes the single largest obstacle to a term-long project, which is that most of the term goes on getting anything to run at all.
Questions
- Is there a classroom or site licence?
- No. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key. Flockbay builds from a library of ready-made objects, or with Godot's own shapes. There is no seat, team or education pricing.
- Will it run on Chromebooks or iPads?
- No. Flockbay is a desktop app for Windows and has to be installed on the machine.
- Does it need internet during the lesson?
- Yes, for building. The chat, asset generation and world data come over the network. Playing an already-built game does not need the connection.
- What is the engine underneath?
- Godot, which is open source. Each student ends up with a real Godot project on disk, which they can keep and open elsewhere.
- Can students see the code?
- Yes. It is ordinary GDScript in their project. Reading it is optional, but in a programming class it is a useful place to start a discussion.
Related
Free to download for Windows. Test it on one machine on your network before you plan a term around it.
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