👨‍💻 🎮 👧 🧒

How Belly Go Bonkers
Was Made

A dad, two kids, school holidays, and a big question:
"What if we built our own game?"

📖 The Story

During the school holidays, a software engineer and architect sat down with his two children — aged 4 and 7 — and asked them what kind of game they would make if they could make anything at all.

The ideas came flooding out. A wobbly round character with a face on its tummy. A world full of sweets and toys. Levels underground, in the sky, in space, even inside Mum's handbag. A special "Bonkers Mode" that makes everything go crazy fast. Rainbow accessories you earn by playing perfectly.

Instead of just describing the game, they built it — using modern AI tools to turn the children's wild ideas into working code, art, music, and gameplay. The children didn't just watch. They directed. They tested. They said "make the dinosaur bigger" and "add more candy canes" and "what if there was a portal world at the end?".

Belly Go Bonkers is the result. Every level, every obstacle, every silly accessory name came from those two kids. The dad wrote the code and architecture. The kids designed the game. And they all played it together.

"What if we built our own game?"

📅 How it happened

Day 1 — The Big Idea

The kids sat down with Dad and a blank page. He asked one question: "If you could play any game in the world that doesn't exist yet, what would it be?" Two hours of ideas later, Belly Go Bonkers had a name, a main character, and six worlds.

Day 2 — The First Version

Dad used AI tools to scaffold the first working prototype — Belly running across a plain screen, jumping over toy obstacles. The 7-year-old immediately said it needed to be faster. The 4-year-old wanted more pink.

Day 3 — Levels & Worlds

The kids named every world. The underground cave. The sky. Outer space. "What about inside Mum's handbag?" — and just like that, level 5 existed. Each world needed its own obstacles, its own music, its own mood.

Day 4 — Bonkers Mode

The 7-year-old had the idea: "What if you collect enough sweets and then everything goes CRAZY?" That became Bonkers Mode — the screen shakes, Belly turns giant, the music doubles in speed. The candy cane became the power-up. The 4-year-old loved it immediately.

Day 5 — Accessories & the Portal

Accessories came from a conversation about rewards. "What if Belly could wear a hat? Or boots? Or a necklace?" And the portal world — level 6, unlocked only by collecting 5 perfect-run accessories — was the 7-year-old's idea of a secret ending.

Now — The Academy

The game is open source. The code is clean and well-commented. The learning paths you're reading now exist so that any family, classroom, or curious kid can open it up, understand how it works, and start making it their own.

💡 What the kids invented

Every single one of these came directly from the children. The dad wrote the code that made them real.

🩷
The Character
A pink blobby character with a cheeky face where the belly button should be. Named "Belly". Obviously.
🌍
The Worlds
Playground · Underground Cave · Sky · Outer Space · Mum's Handbag · Strange Portal World
🦖
The Obstacles
Toy dinosaurs, bicycles, ants, hot-air balloons, aliens, lipstick, keys, zombies, dragons...
💥
Bonkers Mode
Collect candy canes → screen flashes and shakes → everything goes crazy fast. Easy, Normal, Hard, CHAOS.
🎩
Accessories
Magic Hat, Power Boots, Cool Shades, Pogo Stick, Fancy Coat, Jewel Necklace. Earned on perfect runs.
🌀
The Secret Portal
Collect 5 accessories across perfect runs and a mystery portal unlocks. Only the bravest players ever see level 6.

🧠 What game-making teaches

Building a game isn't just "learning to code". It's a crash course in eight different subjects at once — all in a context that's genuinely exciting for a child.

📐
Coordinates & Maths
Every object has an x and y position. Moving something means adding to those numbers. Speed, distance, and time all have a real relationship.
⚙️
Physics
Gravity pulls Belly down every frame. A jump gives upward velocity that gravity slowly cancels out. It's Newton's laws in 20 lines of code.
🎬
Animation
Smooth movement means updating a position a tiny bit each frame, 60 times per second. Sprite sheets, easing curves, and delta time all appear naturally.
🎨
Colour & Design
Colour codes like #ff79b4 are actually three numbers in disguise (red, green, blue). Gradients blend colours. Visual hierarchy guides the player's eye.
🔀
Logic & Decisions
If Belly hits an obstacle, lose a life. If she has a shield, don't. Every game event is an if/else decision — the foundation of all programming.
🎵
Music & Sound
Every sound in the game is generated from maths — frequency, waveforms, and timing. The chiptune music is just numbers describing notes and durations.
📦
Data Structures
Obstacles live in an array. Settings live in an object. Knowing how to organise data is half of what makes a program understandable and changeable.
🔍
Problem Solving
Something breaks. You read the error. You form a hypothesis. You test it. You fix it. This loop — debugging — is the single most important skill in technology.

🤖 How we used AI

The children's ideas were too ambitious to build by hand in a few days. Modern AI tools made it possible to move at the speed of imagination — turning a 7-year-old's description of "a screen that goes crazy" into working code within minutes.

The dad acted as the architect and engineer: making decisions about structure, reviewing what the AI produced, fixing problems, and explaining concepts to the children as they appeared. The AI was the fast hands. The humans — including the 4 and 7-year-old — were the creative directors.

AI tools used in this project:

🚀 You can do this too

You don't need to be a professional developer to build something like this with your children. You need curiosity, a free afternoon, and a willingness to say "I don't know — let's find out."

The best thing about building a game together isn't the game. It's the conversation you have while making it. When your child asks "why does Belly fall down?" and you explain gravity using a number in a code file — that's a physics lesson that will stick forever.

When they ask "can we make it blue instead?" and you show them how a single hex code controls a colour — they've just learned how computers represent colour. Painlessly. Because they cared about the answer.

Belly Go Bonkers is open source precisely for this reason. Take it. Change it. Break it. Rebuild it. Make your own version with your own family's ideas inside it. That's the whole point.

Ready to make your own game?

Start by playing Belly Go Bonkers, then pick a learning path and start changing the code. Every task produces a real, visible change in the game — right away.

Made with ☕, 🤖, and two very imaginative children. Shared with ❤️.