name: onboarding description: "First-30-seconds design, invisible tutorials, difficulty curves, failure/retry loops and assist modes for link-shared browser games — distilled from George Fan's PvZ tutorial rules, Jenova Chen's flow thesis, Koster's Theory of Fun, Juul's Art of Failure, and Celeste's Assist Mode. Use when: 'players don't get it', 'people quit immediately', 'does it need a tutorial?', 'too hard/too easy', 'tune the difficulty', 'make the start better', 'add an easy mode', or auditing a game's first minute before shipping."
Onboarding & difficulty
A vibedgames player arrives cold from a link, mid-conversation, with seconds of patience. The first session is the whole funnel. Fun is learning (Koster): the game lives while there's a pattern left to master, and difficulty must rise with skill to stay in the flow channel (Chen, after Csikszentmihalyi).
The first 30 seconds
- Time-to-first-input < 5s. No splash chain, no settings, no mode select.
- Time-to-core-verb < 30s. The player performs the signature verb (jump, shoot, plant) for real, with consequences, in the first half-minute.
- One input to start — "press any key / tap" over a live game scene. Show the actual game behind the title (attract mode), not a static logo.
- First input produces a juicy result: sound + motion + particles. The brain needs proof inputs matter before it will learn the pattern.
- Goal in one sentence or zero: "Survive." "Reach the flag."
- Detect input device: show touch hints to touch users, key hints to keyboard users — never a scheme the device can't use. If the core input is exotic (webcam, gamepad, mic), hint it explicitly and ship a plain mouse/keyboard fallback that's announced, not silent.
- Browser permission prompts are modals. Camera/mic/motion requests are
the most common cold-open modal in browser games — make them opt-in behind
a button, or defer until after first play. Never fire
getUserMediaon mount.
Teaching without a tutorial (George Fan's PvZ rules)
- Doing > reading. Never explain in text what a situation can force the player to discover once. Gate progress behind doing it once — done = taught.
- ≤ 8 words on screen at a time. If an instruction needs more, redesign the situation, not the sentence.
- Safe first exposure (Half-Life 2 pattern): observe the hazard eat a barrel before dodging it yourself.
- Ramp: teach → repeat with one twist → combine. Never two new ideas at once; roughly one new element per level.
- Objects self-describe: appearance telegraphs function; piggyback on real-world knowledge (red = damage, coins = money, arrows = direction).
- Hints are adaptive, not up-front: "Try planting further left!" only after the relevant failure. No modal popups that pause play.
- Bias the first decision: make the correct opening move the cheap, shiny, obvious one (Fan made sunflowers cheap and sparkly).
- Never label anything "Tutorial".
Difficulty curve
- Start below the floor: the first challenge is nearly unfailable — it teaches the verb and pays out a win.
- Sawtooth, not ramp: spikes then recovery valleys; mastery registers in
the valleys. (Shape details in
level-design.) - Re-test old skills while teaching new ones — that combination is where the fun lives (Koster).
- Embed difficulty choice in play (Chen's flOw): risk/reward verbs — dive deeper, take the shortcut, bank or gamble — beat an Easy/Normal/Hard menu. Optional hard routes + collectibles let novice and expert share one build.
- Hidden mercy after repeated failure (Crash Bandicoot pattern): after 3–5 consecutive deaths at one spot, silently soften — extra checkpoint, slower hazard. Never announce it.
Failure & retry
"Death" means any failure event — a conceded point, a wiped wave, a failed puzzle attempt all follow the same rules.
- Death → retry: one input, < 2 seconds. No confirmation dialogs, no unskippable death animations, no score screens between the player and the retry (Celeste/Super Meat Boy convention).
- Failure must be legible (Juul): the player answers "what killed me?" instantly, and the counter-move is visible in the death itself. Fair failure motivates; opaque failure is a broken promise.
- Lose little while learning: early deaths cost seconds. Punishment can scale after investment.
- Keep something across failure: best-score deltas, unlock progress — a failed run becomes a deposit ("one more run").
- Celebrate near-misses: "Best: 412 — you got 398" reframes failure as approach.
Assist mode (Celeste model)
For any skill-gated game, ship granular, judgment-free assists: game speed 50–100%, extra HP/invulnerability, skip-section. Available from the start, reversible mid-game, named neutrally ("Assist Mode", never "Easy/Cheat Mode"), no "intended experience" framing, no score asterisks unless competitive integrity truly demands it (Thorson). Baseline accessibility is onboarding too: readable text, never color alone as a signal, remappable or multiple input schemes, pause anywhere.
Session shape
- First full loop ≤ 60–90s — a complete win-or-lose cycle with a score in the first minute.
- Result screen = 1 glance, 1 button: score, best, delta, play-again.
- End every session with an open loop: next unlock, almost-beaten score, teased content — adjacent to the retry button.
Audit checklist (every "no" is a defect)
- Meaningful input within 5s of load?
- Core verb performed in real play within 30s?
- Every instruction ≤ 8 words; first-minute total < ~25 words?
- Mute all text — still discoverable through doing?
- Each mechanic introduced alone, failure cheap or impossible?
- First failure shows what killed you + hints the counter?
- Death-to-retry one input, < 2s?
- Session ends with a visible reason to replay (delta, unlock, tease)?
- Every object's function readable from its appearance?
- Difficulty has recovery valleys after spikes?
- Zero modal popups/cutscenes/settings before first play?
- Native input works immediately (touch on mobile, keys on desktop)?
- Skill-gated game has a neutral, mid-game-reachable assist option?
- Something softens after 3–5 failures at the same spot?
- Score/goal visible at all times?
Sources
- George Fan, "How I Got My Mom to Play Through Plants vs. Zombies" (GDC 2012) — gdcvault.com/play/1015541/How-I-Got-My-Mom
- Jenova Chen, Flow in Games — jenovachen.com/flowingames/Flow_in_games_final.pdf
- Koster, A Theory of Fun retrospective — gamedeveloper.com/design/raph-koster-s-theory-of-fun-ten-years-on
- Juul, The Art of Failure — mitpress.mit.edu/9780262529952/the-art-of-failure/
- GMTK, "Half-Life 2's Invisible Tutorial" — youtube.com/watch?v=MMggqenxuZc
- Thorson on Celeste's Assist Mode — vice.com/en/article/celeste-difficulty-assist-mode/
Related skills: design-lenses (finds the problems this skill fixes),
level-design (teaching through geometry), game-feel (the juicy first
input), game-playbook (build order).