system

Use when

A new player must learn the game's verbs and goals without a wall of text or a boring tutorial.

Onboarding

What it is. How a game teaches itself in its first ten minutes. The best onboarding is invisible: it introduces one verb at a time, in a space where failure is cheap, and lets the player discover the rule by doing rather than reading it. Celeste’s first screens teach jump, then dash, then their combination — no text box required.

Player fantasy / why it’s fun. Competence, fast. A player who feels smart in the first five minutes stays; one who feels lost quits. The pull is the “oh, I get it” — a rule you deduced from play sticks harder than one you were told.

When to use / when NOT

Use it whenGo lighter when
The game has non-obvious verbs or goalsThe verb is universal (WASD move, click) — don’t explain what’s known
You want retention past minute oneA pure toy/sandbox with no goal to reach
A twist mechanic needs teaching (process-the-twist)A puzzle where figuring the rules out IS the game (anchor-baba-is-you)

Teach by doing, not by telling. A modal that says “press X to dash” is a failure of design offloaded onto the reader. Build a room the player can only pass by dashing, and the room teaches dash. Text is the fallback, not the plan.

Variants

VariantHow it teachesBest for
Designed first levelgeometry forces the verbplatformers, action (anchor-celeste)
Safe sandboxconsequence-free space to trycomplex sims, RTS
Guided first runscripted low-stakes encounterroguelites (first run is a tutorial)
Just-in-time promptone hint at the moment of needwhen a verb unlocks mid-game
Discovery / trustshow nothing, let deduction do itanchor-into-the-breach, anchor-outer-wilds

The first-ten-minutes structure

BeatGoalTrap
0–1 minone verb works, feels gooddumping the full control list
1–3 minthat verb solves a trivial obstacledifficulty before competence
3–6 mina second verb; then combine the twoteaching in parallel — one at a time
6–10 minthe goal is legible; the loop closes onceno visible objective → aimless

Tuning levers

LeverEffectWatch for
Verbs-per-minuteteaching pace>1 new verb at a time overloads
Failure cost earlysafety of the sandboxearly permadeath scares off learners
Prompt timingjust-in-time vs. up-fronta hint shown too early is noise
First-goal distancewhen the loop first closestoo far = no payoff; too near = no arc

How it wires to Hayao

Fails when…

Verify

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.