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Eracade Era Museum · Worksheet 7 of 8
The Indie Pocket Hall, 2015–2019
NameDate
Read the Indie Pocket Hall (about twenty minutes), then answer in your own words.
What is the “safe area” on a phone screen?
What does “juice” mean in game design? Give three examples.
What did WebAssembly make possible in 2017?
How is a roguelite different from a roguelike?
What is a hyper-casual game, and how were new ideas tested?
Look closely
In the Pixel Workshop, draw something small in full colour, then switch to an older era’s limit. What did your picture keep, and what did it lose?
Make your own
Add juice on paper. Draw a ball jumping in four frames: before the jump, in the air, landing and settling. Use squash and stretch to make it feel springy.
Printed from eracade.com/museum/hall/indie-pocket/
For teachers: where each answer is in the hall
The glass: the part a corner, a notch or a gesture bar will not eat.
Juice: squash and stretch, a tiny pause on a hit, particles, camera shake, a rising note per point.
One engine, every screen: code compiled from other languages could run in a tab at close to native speed.
The roguelite section: a roguelite keeps fresh layouts but lets something carry over between runs.
Hyper-casual: one mechanic, one finger, no tutorial; rough prototypes shown to a few thousand people through cheap adverts.
The look-closely and make-your-own tasks have no single right answer. Ask pupils to explain their choice in one sentence.