Tutorials and menus

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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?

  1. A glowing plant spot and a pointing hand, and the first snail waits until the player plants
  2. A page explaining planting before the game starts
  3. 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.

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

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?

  1. Make a tutorial for my game
  2. 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
  3. 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

buttons.css
/* Garden Defense buttons */.play-btn {  width: 240px;  height: 64px;}.pause-btn {  width: 24px;  height: 24px;}

Testers on phones keep missing the pause button and tapping the garden instead. What is the best fix?

  1. Make .pause-btn at least 48px by 48px
  2. Make .play-btn smaller to match it
  3. Move the pause button into the middle of the garden
  4. 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