38 lessons, one idea at a time

The whole curriculum

Every lesson your kid can work through. The beginner arc runs in order; after that, several tracks open in parallel so they follow what excites them. We've left out the bodies — those live in the editor — but here's exactly what each one teaches.

2 lessons

Getting started

A quick tour of the editor (Run, Stop, indenting) and a hello to Ren, your coding buddy.

  1. 01

    Meet the editor

    editor run indenting
  2. 02

    Meet Ren

    ren chat
11 lessons

First games

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

    Hold the keys

    key_held
  5. 05

    Loop the loop

    repeat
  6. 06

    Keep score

    variables text
  7. 07

    A list of coins

    lists for
  8. 08

    Make a function

    functions
  9. 09

    Lucky coin

    random_int
  10. 10

    Catch the coin

    world.background
  11. 11

    You win!

    abs
8 lessons

Bigger games

Splitting a project into more than one file, turning scenes into game levels, on collide for hits and pickups, the mouse, and games that remember between plays. Opens after "You win!".

  1. 01

    More than one page

    use
  2. 02

    A toolbox file

    helper functions use
  3. 03

    Each file does its own thing

    events in many files on tick across files
  4. 04

    Scenes for games

    scene-for-gameplay go_to in games
  5. 05

    Many levels

    multiple game scenes score across levels
  6. 06

    Dodge and collect

    on collide other binding first_touching
  7. 07

    Click the dog

    on click mouse contains
  8. 08

    Remembering between plays

    persistent storage (save / load)
8 lessons

Stories & records

Records (so a coin can be more than just an x/y), functions-as-values, and the whole interactive-story system — scenes for dialogue, choices, branching endings, sprite-driven adventures. Opens after "You win!".

  1. 01

    Things in a record

    records
  2. 02

    A function is a thing too

    functions as values
  3. 03

    A story in scenes

    scene say go_to
  4. 04

    Set the scene

    world.background images background generation
  5. 05

    Choices

    ask
  6. 06

    Things that stick

    variables across scenes
  7. 07

    Random and chained scenes

    stories with random
  8. 08

    Sprites and story together

    combining genres
4 lessons

Looks & sound

Making games feel finished — animated characters, sprites you draw (or generate) yourself, background music, and painting with code. Opens after "You win!".

  1. 01

    Bring sprites to life

    sprite animations flip_horizontal
  2. 02

    Draw your own sprites

    Sprite Studio custom sprites
  3. 03

    Game music

    play_music stop_music
  4. 04

    Paint with code

    draw_rect / draw_circle / draw_line on mouse_move
5 lessons

Power-ups

The advanced toolbox: gravity and jumping, a camera that follows the hero, timers, bouncy physics, and a little trigonometry for spinning things. Opens after "Dodge and collect".

  1. 01

    Jump and gravity

    world.gravity velocity jumping
  2. 02

    The camera follows

    world.camera_x / camera_y big worlds
  3. 03

    Tick tock — timers

    every N (milliseconds)
  4. 04

    Bouncy physics

    shape = "circle" bounce_off vx / vy
  5. 05

    Spin and orbit

    sin / cos rotation

After the lessons?

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.