Tutorials and menus
The wall of text
Kai and Remy's first Garden Defense opened with a wall of text: six paragraphs about planting, coins, sunflowers and pests. In the playtest, every tester skipped it in seconds. Then they sat on wave 1, not knowing what to tap, while the snails ate Sprig.
Players do not read before they play. A tutorial is the part of a game that teaches how to play, and the best ones barely feel like teaching at all.
Teach by doing
People learn a game by doing, not by reading. The famous first level of Super Mario Bros. (1985) teaches without a word: the first enemy walks straight at you, so you discover jumping in the first seconds.
Good tutorials follow a pattern: introduce one idea, let the player try it safely, then test it. Garden Defense wave 1 now has one slow snail, one glowing plant spot and a pointing hand. The snail waits until the player plants. A pause like that is called a gate.
Quick check
Which is the best way to teach planting in Garden Defense?
- A glowing plant spot and a pointing hand, and the first snail waits until the player plants
- A page explaining planting before the game starts
- A video of Kai planting, hidden in the settings menu
Show the answer
A glowing plant spot and a pointing hand, and the first snail waits until the player plants
Players learn by doing. The glow and the hand show what to do, and the gate makes sure they have done it before the danger starts.
The first 30 seconds
Many players decide whether to keep a game within the first minute, and plenty leave much sooner. So the opening must reach the fun fast.
- From tapping the app icon to playing should take seconds, not minutes.
- No sign-up wall. Let people play first, and offer an account later, once there is progress worth saving.
- Ask for permissions, like notifications, only when they make sense, and say why.
- Keep story scenes short, and let players skip them.
Bolt says: This course follows the same idea. You could start any lesson in any stage, and nothing was locked behind the ones before it.
Show, don't tell
- HighlightGlow, pulse or point at the one thing to touch next, and dim the rest.
- One idea at a timeWave 1: planting. Wave 3: sunflowers make coins. Wave 5: the first flying pest.
- A few words, at the right moment"Tap to plant" right next to the spot beats a paragraph on the menu screen.
- Let experts skipReturning players can skip the tutorial, and anyone can replay it from the menu.
Show, don't tell means teaching with what players see and do, not with long explanations.
Prompt pick
Remy asks Generative AI Model Alpha to add a Hyper Shards tutorial. Which prompt is best?
- Make a tutorial for my game
- Add a first wave that teaches move, then shoot, then dash. Each waits until the player does it, with a short hint by the ship
- Add a 10-page help screen explaining every control, upgrade and alien before the first wave starts
Show the answer
Add a first wave that teaches move, then shoot, then dash. Each waits until the player does it, with a short hint by the ship
The second prompt asks for teaching by doing: one idea at a time, a gate that waits for the player, and a tiny hint where the action is. The first is too vague, and the third is a wall of text.
Menus and pause
Menus should get out of the way. On the main menu, Play is the biggest button and the first thing your eye lands on. Every screen has a clear way back.
The pause screen needs Resume, Settings and Quit, and Quit asks "Are you sure?" so a slip does not wipe a wave. Games should also pause by themselves when they get hidden, for example by a phone call. In a browser game:
document.addEventListener("visibilitychange", () => { if (document.hidden) pauseGame(); });
Buttons for fingers
A fingertip is much bigger than a mouse pointer. Apple's design guide asks for touch targets of at least 44 by 44 points, and Google's asks for 48 by 48 dp, about 9 millimetres. Points and dp stay about the same real size on every screen. Leave gaps so a thumb does not hit two buttons.
Every press needs feedback within about a tenth of a second: the button sinks or lights up, and a click plays. A button you cannot use yet looks dimmed and says why: "Needs 50 coins".
Tune it
1/* Garden Defense buttons */2.play-btn {3 width: 240px;4 height: 64px;5}6.pause-btn {7 width: 24px;8 height: 24px;9}
Testers on phones keep missing the pause button and tapping the garden instead. What is the best fix?
- Make .pause-btn at least 48px by 48px
- Make .play-btn smaller to match it
- Move the pause button into the middle of the garden
- Add a "Tap carefully" message
Show the answer
Make .pause-btn at least 48px by 48px
24 pixels is half the 48 that Google recommends, so thumbs miss it. On phones, CSS pixels are scaled to roughly the same real size as dp, so 48px is a good minimum.
Settings that stick
The settings screen is where players make the game fit them: separate music and effects volume, screen shake on or off, text size, controls and language.
Settings must stick. If a player turns the music down and it comes back loud next time, they feel ignored. A web game can save settings on the device with localStorage, a small storage space the browser keeps for each website.
Bolt says: Next lesson: accessibility, which turns settings like these into a game more people can play.
Fact-checked 9 October 2026
- Apple Human Interface Guidelines: Accessibility developer.apple.com
- Android Accessibility Help: touch target size support.google.com
- Nielsen Norman Group: Response times, the 3 important limits nngroup.com
- Game Developer: How Miyamoto built World 1-1 gamedeveloper.com
- MDN: visibilitychange event developer.mozilla.org