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CodeCombat is a multiplayer programming game for learning how to code. We are bringing computer science education to everyone, regardless of gender, race, or background. Everyone should have the opportunity to learn.

The ultimate goal of CodeCombat is to bring more users into the field of computer programming by making the logic and syntax more accessible and enjoyable to learn. The end game is to educate a whole new generation of computer programmers that started their journey by slaying ogres and defending their castles from oncoming enemy hordes.

We teach Python, JavaScript, and other languages directly in the browser. Teachers with no computer science background can get started in five minutes. In a world where all programmers have had to be second-language learners, do you want your students to become native speakers of code?

Organisation size 10-50
Age group 8-10, 11-14, 15-16, 17-18, 19-25
Legal status For profit
Number of paid staff 10-50
Number of volunteers 500-1000
Regions covered
East of England, East Midlands, London, North East, North West, Northern Ireland, Scotland, South East, South West, Wales, West Midlands, Yorkshire and the Humber
Technologies used Animation/Games, App Development, Creative Industries, Design, Programming/Coding
Services offered Online resource
Frequency N/A

Latest stuff

  • CodeCombat now supports Clever

    Add CodeCombat to your school district so your teachers and students can use Instant Login. We’re excited to announce our new partnership with Clever, one of world’s top login and data management services for schools. Now, schools that are already using Clever can add CodeCombat, enabling great features like Instant Login for their teachers and students. Continue reading for more information on how to get started! Our school district already uses Clever. How do I connect CodeCombat? 1. Log into Clever as an District Administrator - 2. On the left side of your dashboard, click “Add Applications”. 3. Search for “CodeCombat” (no spaces), then click “Select”, and “Next” to continue. 4. On the confirmation page, you’ll need to select whether you’ve already purchased student licenses to use with CodeCombat. If you’ve already purchased student licenses, select the “Already Purchased” option on the confirmation page. Our team will approve your request and make sure your licenses work properly. If you haven’t already purchased student licenses, select the “Haven’t Purchased” option on the confirmation page. Our team will be in touch about licensing for your school and next steps. How do my students and teachers log into CodeCombat using Clever? Once we’ve approved your CodeCombat integration, schools you’ve approved to use CodeCombat will see CodeCombat on their Clever portal — they will be instantly logged into CodeCombat when they click the CodeCombat icon. New teachers will need to Create a New Class, then share the Class Code or Class URL with their students to make sure they join the correct class. Students will need to get the Class Code from their teacher before they are able to play CodeCombat. Once they have joined their class, they will automatically be assigned Introduction to Computer Science. Teachers can assign additional courses through their dashboard. Our school district doesn’t use Clever yet. How do I sign up for Clever? You can find details on how to use Clever in your school district here: If you’d like to just use CodeCombat in your school district without Clever, you can get started by requesting a demo. Do you offer a free CodeCombat trial for Clever users? Yes! Our Introduction to Computer Science course is free to try with your students. You will still need to go through the approval process outlined above to access the trial if you’d like to use Clever. Some of our schools already use CodeCombat - how do I migrate their data into Clever? We don’t currently have a way for schools with existing CodeCombat classes to link their Clever accounts. Please email if you would like to see this feature supported. What if a student already has a CodeCombat account using their email address? We don’t currently have a way for students or teachers with existing CodeCombat accounts to link their accounts together. If they already have an account on CodeCombat with the same email address as their Clever account, a new account will be created when they log in via the Clever portal. They can continue to use the two separate accounts as if they were distinct. Please email if you would like to see this feature supported. >> Comment on this Post · Like this Post

    News — Nov 2nd 2016
  • Just in time for school: Game & Web Development Courses, new features, and more!

    Check out our new project-based learning courses to build your first website and game level today. “CodeCombat is really fun because you get to see that what your character is doing in the game is what you made him do.” -- Mario, 10 We’ve been hard at work all summer building new features, playtesting them in our coding camps, and fine-tuning all the new levels. We’re so excited to finally share all of it with you! Our biggest announcement today is the launch of our Game and Web Development courses — featuring new, project-based levels that bridge the gap between programming and real world applications by providing players an opportunity to build real websites and games. We’ve already seen amazing examples built by students during our summer camp, and we can’t wait to see more from the rest of the CodeCombat community. Keep reading for more details about the new courses as well as the other features we’re launching today. Web Development In our Web Development courses, students learn the fundamentals of building interactive websites using HTML, CSS, and JavaScript. Our first course, which launches this week, introduces students to basic markup and styling concepts in order to build their first web page, a Wanted Poster for a dastardly villain of their choosing. The second course focuses on scripting and customization, which teaches students how to create their own on-line personality quiz. All webpages are automatically published to a custom URL so that students can easily share their finished project with friends and family. Check out this example poster by one of the students from our summer coding camp -- the result of just an hour’s work by a student who had no prior experience with web development! Web Development 1 and 2 are now available for all licensed students. Game Development What’s even more fun than playing a game? Making your own! In our Game Development courses, students learn how to build their own CodeCombat-style game levels and unleash them on friends and family to play with a mouse and keyboard. Over time, they’ll unlock the tools needed to create challenging puzzles and practice their game design skills to become the next star game designer. Final projects for each course can be shared are published to a custom URL so that students can easily share their games with friends and family. Game Development 1 and 2 are now available for all licensed students. Teachers can preview all Web and Game Development levels by going to the Course Guides page and selecting from the dropdown menus. Spotlight: Increased Hero Diversity We know how important it is to have a diverse range of playable heroes to support player engagement and investment in CodeCombat, so we’ve built in a Hero Selector that includes a variety of heroes of all genders and skin colors — students can choose their hero when they create an account and change it at any time. New tools to help in the classroom Practice Levels and Hints We know that different students learn at different paces, and sometimes they may need extra assistance with new concepts. We’ve built two new features to help smooth out the learning curve of students who find themselves stuck. Hints come in handy when students are struggling with a specific level. Every level has a blue “Hints” button at the top right corner, which give a more in-depth explanation of the level’s specific concepts and provide additional step by step examples of how to complete it. The second new feature is Practice Levels, which help students get more experience with a particular concept if they are struggling. When the game detects that a student has struggled with a level, the game adapts so the student has more opportunity to practice the same skill until they improve. This provides a personalized learning experience for each student, so they can move past concepts they understand quickly, and get more practice for concepts that are challenging. Lesson Plans and Syntax Guides Lastly, we’ve spent time this summer consulting with education specialists to craft classroom curriculum and materials specifically for teachers who are using CodeCombat without any prior computer science experience themselves. We’re publishing a set of curriculum resources in our new Resource Hub, which includes lesson plans, exercises, activities, and writing prompts to encourage reflection and retention. We’re also making printable guides available for students to reference as they work through levels. In addition, we provide level solutions for every course so teachers can help spot and correct errors in students’ code as they come up. We’ve found these resources reduce friction when introducing programming in the classroom. If you have a Teacher account, you can log in today to access all of Computer Science 1 classroom materials. Need licenses for students who have finished the first course? Get in touch with our team today so we can build a solution for you! “CodeCombat really taught me that even though it may look hard, once you learn how to do it, it can be very simple to do.“ -- Alanna, 15 CodeCombat in Your Classroom If you’d like a demonstration of the new features or help bringing CodeCombat into your classroom, we’re here for you. Just request a demo and we’ll be in touch! >> Comment on this Post · Like this Post

    News — Aug 29th 2016
  • Announcing CodeCombat Classroom Curriculum, Seed Round from 3KVC, a16z, and Allen & Co

    I remember when I wrote my first lines of code. I was a freshman in college, and I had signed up for the introductory computer science course on a whim after choosing my practical career-advancing courses: writing, chemistry, poetry, and go. I had never really thought about programming as something you could do, even though my dad was an engineer, and it’s not like my high school offered any programming courses. At first it seemed boring, abstract. String string = new String(“This is a string.”); – Okay, so what? But by the end of the semester, there was an exercise to code a bit of logic inside a graphical simulation of rabbit and fox populations. I finished the assignment and then added zombies. The infection spread. Chaos reigned. I was hooked. Programming was actually more creative than my creative writing class–I was making something out of pure imagination, and it was cool! But most of my classmates failed the intro course. It seemed like programming was just too difficult, too geeky. The year after mine, the entire college graduated only three computer science majors (out of 700 grads), and they had been coding from an early age. Was it something you just have to start learning early, like a foreign language? If so, why had I already had like sixteen years’ worth of math classes, four years of Latin, and zero minutes of coding? Virtually no one uses multivariable calculus. Everyone uses computers. Fast forward to today, and everything is changing. Eighteen countries and dozens of US states and school districts are scrambling to offer computer science classes across K12, with everyone else soon to follow. In a world where computers outnumber humans and virtually none of us speak their language, we want our kids to become native speakers of code. Soon everyone will have the opportunity I wish I’d had when I was eleven. Yet we haven’t really changed how we teach computer science. Kids don’t think that coding is for them–especially girls and minorities. They try it, and it’s either boring or difficult or both, and they give up. A third of undergraduates taking Introduction to Computer Science courses fail. Sometimes we give students training wheels in the form of visual block-based programming, but when the training wheels come off and they switch to real code, learners often quit in frustration in that moment when they think they can't code at all. At CodeCombat, we realized that learning programming doesn’t have to be hard or boring. We’ve created a coding game that kids love and that happens to teach kids computer science. 97% of kids play video games, so when you make a great game, it can reach everyone–especially low-performing students, girls, and minorities, who have been underrepresented in computer science. Students playing CodeCombat spend almost all their time coding, so they learn much faster than if they were listening to lectures or reading lessons. It’s more like learning a language–give the player and the computer something to talk about (the game), and the conversation flows as fluency builds. We’ve spent the last three years figuring out how to make a great programming game. Along the way, we became one of the fastest-growing open source projects ever, were translated by the community into five programming languages and fifty spoken languages, and kindled a love for coding in over five million players. Meanwhile, teachers were constantly asking us how they could use CodeCombat in their classrooms to serve as their computer science curriculum. We set to work creating a clasroom version of CodeCombat, something that teachers with no prior programming experience could use to offer a full year’s computer science course. Today, it’s here. After an extensive beta period tested with thousands of teachers and more than 25,000 students, we’re launching the CodeCombat classroom curriculum. Designed for students in grades 3-12, our courses cover more real-world programming and computer science concepts than any other curriculum, even teaching 85% of the material from the first two Stanford undergraduate computer science courses for computer science majors (plus many things they don’t cover). And we’re just getting started. To help us implement our vision of how computer science should be taught, we’ve raised a seed round from Third Kind Venture Capital, Andreessen Horowitz and Allen & Company. I particularly want to thank Shana Fisher, Managing Director at 3KVC and board member at a16z, for her bold advice and expert guidance. This funding allows us to focus on CodeCombat’s classroom offerings, bringing the best computer science education in the world to all schools and districts. This is the way that kids should learn to code. This is the game that I wished I’d had when I was in school. Programming is a basic skill that everyone should have, but more than that, it’s a beautiful art where you can build anything you can imagine. And as our students grow up learning the language of code, they are going to be native speakers. I can’t wait to see what they create. >> Comment on this Post · Like this Post

    News — May 2nd 2016
  • Happy 2016 - To Another Year of Coding

    Our team was astounded by the number of students who played CodeCombat during #HourOfCode last month, and we’re thankful that so many educators made CodeCombat part of their curriculum. From the United States to China, the U.K. to Australia, and even as far as Brazil and Taiwan, we saw students logging on and writing their very first lines of code–no drag-and-drop training wheels here! #HourOfCode by the numbers Tons of teachers shared their students’ enthusiasm on Twitter - here are some of our favorites below: Students at Centre High in Edmonton learned how to navigate pesky mazes in Python. In Hawaii, elementary students helped heroes battle munchkins and ogres. Students in Spain guide their hero past firetraps while avoiding enemies! Fifth graders cheered each other on as their heroes rescued allies. And here is sampling of the teacher feedback we received throughout the week: "My students liked it so much several said, "Can we do this every day?" and one even asked, "Can we do this at home too?"" - Linda M. “My class has been struggling with the basics of Python all year. They have started to really not like the class and the work. Today though they were having fun and getting into it. I think they forgot that they were actually learning something.” - Tim M. What’s next for CodeCombat in 2016? - Courses 5, 6, and beyond, plus we’re building more teacher resources to support classroom learning. - A hint system and a multiplayer debugging community to get players unstuck faster. - New game modes… - And Java as a language option, at long last! Follow our Twitter account @CodeCombat for these announcements and more! Did you know CodeCombat can now provide everything you need to run a semester- or year-long computer science course? Check out how CodeCombat Courses works in schools and start teaching coding in your classroom today! >> Comment on this Post · Like this Post

    News — Jan 11th 2016
  • The True Ace of Coders

    The Ace of Coders programming tournament has ended after a month of ferocious coding chaos, with the leaderboards fluctuating by the hour. We’ve exhaustively simulated all 584,086 pairwise matches between all players and come up with the final ranking. Behold, the top ten Ace of Coders champions! Full rankings are here for all 1345 players. Coming in first is our returning Greed and Zero Sum champion Wizard Dude with only three losses–one to NoJuice4u and two to me. Second place goes to our other returning Zero Sum champion, NoJuice4u, with 1527 wins and only six losses. Staying in first place almost the entire competition, NoJuice4u was the main target of up-and-coming players, but he still managed to fend them all off with a nearly unstoppable job-queue-based strategy mixing all four unit types. Because red and blue sides were mirrored for this level, you can see just how close a fight it was in the replays for these two matchups between Wizard Dude and NoJuice4u: Wizard Dude (blue) vs. NoJuice4u (red) (or on YouTube) Wizard Dude (red) vs. NoJuice4u (blue) (or on YouTube) Third place went to MountainRunner, who I just couldn’t manage to beat myself–using many more soldiers than the other top players, he only accrued 11 losses in total. It’s not just all about amassing a huge force of kiting, missile-dodging archers! I asked Wizard Dude and NoJuice4u about their strategies, and they shared their code and general AI structure, which I’ve linked to and excerpted below. I also spent a lot of time playing this one, trying to win it (but planning to exclude myself from the final rankings). I used all my tricks at the last minute and managed to win 1531 games with 4 losses, but even with all that, I still couldn’t surpass Wizard Dude. I’ll share my code and strategy as well. If you read these strategies and want to play with ideas to defeat them, go ahead and play–the Ace of Coders ladder will remain open! Wizard Dude (Michael Heasell) Wizard Dude summarizes his JavaScript strategy at a high level: The game is largely about gaining control of the centre point and trying to outplay the opponent’s army to gain a unit advantage. My army strategy focuses mainly on archers, using kiting tactics to keep them alive for as long as possible while dealing damage to priority targets. To gain control of the centre, I simply move my goliath directly to the point and stand on top of it. Of course, the enemy goliath will usually try to do the same thing, which results in a wrestling match between the two goliaths. I use my goliath’s abilities to try and keep them away while I accumulate a gold advantage. The farA and farB points are usually only defended by one unit and it can be difficult for an opponent to recapture them once the battle for centre has started. I build an artillery at the start of the game and, if it survives the initial conflict, I use it to pressure these points. Once the battle for centre has been decided, I clean up the remaining units on the map, then send units to attack the enemy goliath until he goes down. He lists a few clever tricks he uses: I immediately build three archers and send them towards centre to secure it as quickly as possible. I use buildXY to summon them in front of me to save a bit more walking distance. I then summon two more archers, one for each of the nearA and nearB points. Again, I use buildXY to summon them closer to their respective points. Finally, I summon an artillery. In my opening, I use buildXY to build the artillery behind and a bit off to the side of my goliath. I found that, from this unexpected position, it is sometimes possible to survive the first shot from an enemy artillery while also taking theirs out. Another important topic is when to build units. The goliath is usually right next to enemy forces, which is not where you want archers to be, so summoning at the wrong time can lead to their immediate death. To cope with this, my strategy prevents spawning units if any of the following conditions are met:

    • We are on the opponent’s side of the map and the enemy goliath is behind us.
    • We are in splash range of an incoming artillery shell or boulder.
    His artillery strategy was particularly effective: Artillery has the longest range in the game, so as long as you stay far back, the only real threat is another artillery piece. My logic goes like this, in priority order:
    • If an enemy artillery is in range, fire at it.
    • If the artillery isn’t in range, but is within range + 10, fire at max range in their direction to try and hit them with splash damage.
    • If we are less than 4 seconds in and the enemy doesn’t have enough gold to buy an artillery, attack the ground in front of their goliath.
    • If an enemy tower is in range, attack it.
    • If an enemy unit comes too close, move away from them.
    • If we are near where an enemy shell will land, move away from that location.
    • If there’s an enemy artillery on the field, but it’s not in range, use a forces algorithm to steer towards it while trying to avoid any other enemy units on the field.
    • If farA or farB belong to the enemy team, attack their position, choosing whichever one is nearest if they have both been captured.
    • Attack the nearest enemy tower.
    • Attack the enemy goliath.
    He summarizes his tournament experience: Winning was pretty tough, and I should credit NoJuice4u for playing the game of ping-pong with me as we both repeatedly adjusted our strategies to one-up each other in fights. Nick Winter was also a fierce competitor, though I’m sure that at least some of his advantage was due to having built a large portion of the game. :) Let’s check out some of his threat avoidance strategy: Wizard Dude has posted a full, detailed strategy writeup here and shared his full solution on GitHub. NoJuice4u (Wayne Chen) NoJuice4u describes his approach, also using JavaScript: This time around, I had to structure my code more carefully otherwise it would become very difficult to analyze and debug. To accomplish this, I created a "Job Queue" object to effectively assign jobs to various units. That way, an archer assigned to "Capture" will focus on capturing, and not assault. This also means that while my opponent can identify the type of unit I have, it is largely unknown what purpose that unit actually serves. Alongside the job queue structure, he came up with an advanced danger zone detection algorithm: My findDangerZones function is essentially the backbone of my strategy. While many of the tournament players have a strategy to move their units out of AoE effects, the difference with mine is that I also calculate whether my unit will walk into an AoE effect, and move along the perimeter to get closer to the target, while staying out of danger. That's why they rarely "bounce in and out". However, there's a few edge-case issues that cause the bounces to occur when multiple AoE's overlap. Each "Danger Zone" has a type category and a defined radius, so that I can keep a short distance from soldiers, medium distance from the boulder, and great distance from the artillery shell. I take these into consideration as "AoE Effects":
    • All artillery shells (obviously).
    • Goliath throw boulders.
    • Enemy Goliath.
    • Arrow Towers that are targeting the unit.
    • The farthest point from the enemy goliath that is within 8 units of my goliath, if I am close enough, and hurl is not on cooldown. (Where I will likely hurl him)
    • Enemy Soldiers.
    Wizard Dude commented on NoJuice4u’s job queue and danger zone approach: I liked NoJuice's job queue approach to assigning units -- I actually also invented something similar, but later threw it away because it was too complicated. My idea was to have a "bucket" for each point, and calculate the "size" of each bucket based on distance and enemy presence in the area. Then I would sort the buckets from smallest to largest and assign units until the first was full, then repeat on the next bucket until out of units. This would allow me to pressure side points if centre became too hard to take, or deal with base swap scenarios. NoJuice's take on it seems to be superior though, as his definition of a job is more flexible and he considers the roles each unit can perform (and, of course, because his idea actually made it to his final version). His danger zone logic to prevent units dithering in and out of dangerous areas is also pretty interesting. I tried for some time to come up with a forces based approach (since it worked so well for gold collection in greed and zero sum) to solve this problem for archers, which would allow them to path towards an attack target or objective via the least dangerous route. However, I found it too difficult to properly tune, so I gave up on it. In practice I didn't notice too many issues with my archers dithering, but I did have this problem with artillery. This is why my artillery *does* use forces to navigate when trying to approach an enemy artillery. It's pretty poorly tuned but it worked for the scenario I was having trouble with. NoJuice4u had most advanced danger zone avoidance pathfinding routine I saw: NoJuice4u has posted a full, detailed strategy writeup here and shared his full solution on GitHub. Me (Nick) I joined in the tournament to have some fun and see how well I could do with my insider knowledge and dirty tricks (many of which went on to be adopted by the other players). I managed to do things more concisely using Python, which we transpile to run in the browser the same as JavaScript with our transpiler. I only build archers, trying to build up an archer superiority. If the enemy builds an artillery or tower that my archers or hero aren't close enough to quickly kill, I'll build a reactive artillery to help destroy it. I used a simpler method of having my archers flee from soldiers, the enemy hero, towers, and incoming artillery shells and enemy boulders. They just run straight away from the center of the danger until they're far enough away, and if they run into a wall, they stand their ground and die! I don't handle overlapping danger zones very well, instead trying to prevent the enemy from making multiple types of danger zones at once. MountainRunner was able to defeat me by making more soldiers than I was expecting to deal with, and hiding archers behind them so that I couldn't kite them. My big advantage on the dodging of enemy artillery shells came from the way I determined whether a shell needed dodging. Where Wizard Dude dodged any shell that was within 20m of its intended target, and NoJuice4u dodged any shell regardless of when it was fired, I only dodged shells that had a negative z-velocity--they were already halfway through their flight trajectory. Since shells take about four seconds to land, this let my archers keep firing much longer before fleeing, even if the aggressive artillery was shooting from nearby. Another key optimization I added at the last minute was to not build anything if a shell or boulder was about to land on me until it had safely exploded on my sturdy goliath. I also really aggressively went for the center point, even going so far as to have my own goliath hurl himself toward the center at the beginning of the match to get there faster, never mind the self-inflicted damage. My goliath would often avoid even attacking so that he wouldn't pause for a split second in issuing his commands to his archers, so that the archers could dodge and target more responsively. He mostly tried to stand exactly on the center point so that the other goliath couldn't take it from him, thus building up a resource advantage at the cost of his own health until the late game. To try to build up my archer horde, I built the archers away from the enemy hero, unless he was closer to the center, in which case I rotated my build offset by 90˚ in hopes that I could hurl the enemy goliath to the other side soon. I dedicated only one unit to controlling each point unless I didn't yet own it, in which case I would send a larger squad. If I managed to build up an advantage, I was often able to take all the points except the far corner while the enemy did heavy damage to my hero, but then all the gold was mine and I'd get a giant ring of archers to end the match in a matter of seconds. I’ve posted my full solution here: If you enjoyed this, subscribe to the blog or the newsletters that come with your CodeCombat account to learn when the next tournament is available, and play some Ace of Coders to get ready. >> Comment on this Post · Like this Post

    News — Oct 27th 2015


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