13. Sherlock Holmes Game - NariShakti 13. Sherlock Holmes Game | NariShakti Humane ClubMade in Humane Club

13. Sherlock Holmes Game

Sherlock Holmes Cover

Twelve sessions. Twelve games. One that had been waiting since day one. When it was finally done, she didn’t stop. She picked up her notebook and started writing a book.


I didn’t teach anything in session twelve. That was the point.

The free build is the test. Not of what she remembered, but of what had become instinct. Sequences, patterns, categorisation, cause and effect, conditions, loops, debugging, decomposition, abstraction, variables, functions all 11 concepts across 11 sessions. Here, she could use any combination of concepts to make a game work.

How she chose what to build

She came to the session with a clear idea, theme, and a clear sense of what the game needed to do. She wrote the design doc diligently and without overcomplicating it: a deliberate choice after eleven sessions of learning what happens when a design has too many moving parts.

The inspiration was Sherlock Holmes. She’d been reading the books. She’d been thinking about the game for eleven sessions. But she named it The Detective Case because that’s what a player needs to understand, not which fictional detective inspired it. Her uncle works at Apple. So Apple became the setting.

The design doc

Look at the suspects: Mira Troy. Rita Mory. Amit Royer.

She’d been reading Sherlock Holmes. She knew that Holmes stories use anagrams as clues (names that contain hidden information for the careful reader). She designed all three suspect names as anagrams of each other. The same letters, rearranged. The person who notices that has already found something the game doesn’t tell them to look for.

That’s a hidden layer of design. Built in deliberately. For the player who looks carefully.

And the cipher on the cards(the coded messages the robber left behind) is a direct callback to the Secret Spy game from session eleven. She used the function she’d built in the previous session as a mechanic in this one. The cipher is a function. Input goes in, transformation is applied, output comes out. She knew that when she designed it.

The design constraint is also gone. Dark blue background with yellow font. After seven sessions of black and white, she made a deliberate visual choice for the game she’d been waiting to build. That choice belongs to this game specifically. It earned the colour back.

Design → Build → Ship

She built it the way someone builds something they’ve been thinking about for eleven sessions.

No confusion about the mechanic. No wrong turn to navigate. No feature built because it seemed impressive rather than because it served the player. The design doc was precise because the thinking behind it had been running quietly in the background since day one.

The brief was tight. The output reflected that.

She was happy building it. Genuinely, completely happy — the kind of happiness that comes from finally doing the thing you’ve been working toward. But there was something else alongside the happiness that I hadn’t expected.

Calmness.

She’d arrived at the moment. And she was ready for it.

What this is actually building

Eleven sessions ago she slumped back in her chair because I told her she couldn’t build the Sherlock Holmes game yet. She needed more tools. She didn’t have them.

Now she did.

The anagram names — she got that from reading the books and thought carefully enough about it to build it into the design. The cipher mechanic — she recognised it as a function and connected it deliberately to what she’d built in session eleven. The Apple setting — personal, specific, grounded in someone she knows. The clear clue structure, the three suspects, the four coded cards — decomposed cleanly into a game a player can follow without the designer holding their hand.

She used everything. Not because she was asked to. Because she was ready.

That’s what eleven sessions actually built. Not the games. The readiness. The instinct to reach for the right tool at the right moment without having to think about whether she has it.

Sequencing is in the order the clues are revealed. Patterns are in the cipher the player has to decode. Categorisation is in sorting suspects by what they could and couldn’t have done. Cause and effect is in the chain of deduction from clue to conclusion. Conditions govern which suspect is possible given each clue. Loops run through the evidence until the picture is complete. Debugging happens when a deduction turns out to be wrong. Decomposition breaks a theft investigation into manageable pieces. Abstraction filters the relevant clues from the irrelevant details. Variables track what the detective knows and doesn’t know. Functions encode the cipher that the robber used.

She didn’t plan all of that. She just built the game she’d been imagining. And all of it was there.

The Detective Case is where the backlog finally emptied. ⚡️

What’s next

Twelve sessions. Twelve games. One that had been waiting since day one.

She asked me at the end: what comes next?

I told her: whatever you want to build.

She thought about it for a few days. Then she came back with something I hadn’t suggested.

She wanted to teach these concepts to other kids her age through stories. She sat down and wrote it.

The result is Computational Thinking for Pre-Teens: twelve short stories on growing up and thinking clearly. It became her birthday gift to her classmates. Not something bought. Something built.

You can read it here: narishakti.in/books/computational-thinking-for-pre-teens


New here? Start with the series introduction. Parent’s Guide: Computational Thinking for Pre-Teens