
EnTenTinići
Six learning games for young children
A game for young children starring the EnTenTinići: puzzles, memory, shapes, music, traffic lights and litter sorting, in six short learning games with a Croatian voice-over.
EnTenTinići is a game for young children starring the EnTenTinići, a cast of cartoon animals: Ena the mouse, Ten the elephant, Tina the zebra and Bruf the bear. Behind one bright home screen sit six short learning games, and the characters walk, jump, wave and cheer through all of them, while a Croatian voice-over explains every game and praises every success.

Six games
Puzzle. Four picture sets (animals, the EnTenTinići, food and vehicles), from four big pieces up to twenty-four, each dragged onto a faint copy of the picture.

Memory. Find the pairs on a growing grid of cards, from four pairs up to twelve, with an optional hourglass for older players.
Oblikolandija. A field of shapes in six colours, and a box that asks for some of them: all the blue ones, all the stars, or all the green triangles.

Glazbena igra. Ena hops across eight coloured pads, do to do, playing a tune for the child to play back; then the stage is free for songs of their own.
Sakupimo smeće. The wind has scattered litter across the park, and every piece goes into the right bin: bio, glass, metal, paper or plastic.

Semafor. Drive through town: stop for pedestrians and at a red light, go on green, and learn who goes first.

Made for small hands
Stars, medals and confetti mark each level, and the puzzle and memory games remember how far a child got. A child who gets stuck is helped along: the spot where a puzzle piece belongs lights up and the piece leans towards it, and a matching shape hops to show itself. A wrong shape, or litter held over the wrong bin, gets a gentle shake of the head instead of a silent bounce back. The buttons meant for grown-ups, Settings, Quit and the links, sit behind a grown-up gate, so a quick tap from a child does nothing.
How we built it
The game is made in Godot 4, for phones and tablets held upright, and fills the whole screen of today's tall phones. Each character is a frame-by-frame animation, a few dozen frames for every action, and the highlights, puzzle-piece cut-outs and shape markers are small shaders. Scenes change with a short fade in the game's sky blue, and the artwork is compressed so the whole game loads quickly on a phone. The same project exports to Android, Windows and macOS.
- Godot