The whole curriculum
Every lesson your kid will work through, in order. We've left out the bodies — those live in the editor — but here's exactly what each one teaches, so you can see the real shape of the path.
Beginner arc
From "make a dog move" to "I built a whole catch-the-coin game". Each lesson adds one idea — sprites, keys, conditions, loops, variables, lists, functions, randomness, scoring, sound.
-
01Move the dog
sprite on tick assignment -
02
Listen to the keys
on key_down -
03
Make a choice
if comparison -
04
Loop the loop
repeat -
05Keep score
variables text -
06A list of coins
lists for -
07
Make a function
functions -
08Lucky coin
random_int -
09Catch the coin
world.background -
10You win!
abs
Bigger projects
Splitting a project into more than one file (so the snake-sized games stop being one endless scroll), then learning the mouse — click events, hit-testing, drag.
-
11
More than one page
use -
12
A toolbox file
helper functions use -
13Each file does its own thing
events in many files on tick across files -
14Click the dog
on click mouse contains
Records, functions, story
Records (so a coin can be more than just an x/y), functions-as-values, and the whole interactive-story system — scenes, choices, branching endings, sprite-driven dialogue.
-
15
Things in a record
records -
16
A function is a thing too
functions as values -
17A story in scenes
scene say go_to -
18
Choices
ask -
19Things that stick
variables across scenes -
20
Random and chained scenes
stories with random -
21Sprites and story together
combining genres
After lesson 21?
The editor ships with a shelf of starter games — snake, asteroids, platformer, flappy parrot, a few more. Kids open one, read it, change anything, see what happens. That's where they stop following lessons and start making.