21 lessons, one idea at a time

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.

Lessons 1–10

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.

  1. 01

    Move the dog

    sprite on tick assignment
  2. 02

    Listen to the keys

    on key_down
  3. 03

    Make a choice

    if comparison
  4. 04

    Loop the loop

    repeat
  5. 05

    Keep score

    variables text
  6. 06

    A list of coins

    lists for
  7. 07

    Make a function

    functions
  8. 08

    Lucky coin

    random_int
  9. 09

    Catch the coin

    world.background
  10. 10

    You win!

    abs
Lessons 11–14

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.

  1. 11

    More than one page

    use
  2. 12

    A toolbox file

    helper functions use
  3. 13

    Each file does its own thing

    events in many files on tick across files
  4. 14

    Click the dog

    on click mouse contains
Lessons 15–21

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.

  1. 15

    Things in a record

    records
  2. 16

    A function is a thing too

    functions as values
  3. 17

    A story in scenes

    scene say go_to
  4. 18

    Choices

    ask
  5. 19

    Things that stick

    variables across scenes
  6. 20

    Random and chained scenes

    stories with random
  7. 21

    Sprites 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.