Lessons that show them how, then hand over.
Spark, a small robot, guides the lesson. Every line is spoken and shown as words, and it ends with a World that belongs to your child.
How a lesson works
1. Spark shows the step
Where to tap, what to try. Each line is spoken and written, and Spark points at the button or does the first one while your child watches.
2. Your turn
Then Spark waits. The lesson moves on when your child has done the step, or skipped it, and not before.
3. Stuck? Help comes one small step at a time
First a button glows. Then Spark says a hint. Then a hand points to the spot. Nothing is marked wrong along the way.
4. Play what you made
The lesson goes back to the game. They press play, find what they changed, and play it again.
The lessons
One lesson is ready to play. More are being made. Each one will be added here once a child can play it, and not before.
Available now
Make it yours
Pick a look, play, and add your own thing.
- 1. Pick a look. Three ready-made looks for the hero, or a paintbrush to make their own.
- 2. Play it. The little course already works. They run to the flag before they have built a thing.
- 3. Add their own thing. Spark stands the first model in the World, then it is their turn. They pick any model and put it down wherever they like.
- 4. Play it again. They find the thing they put there and run on to the flag. Then they choose: keep building, or stop.
The rules are pictures, not code
Your child doesn’t type anything. They stack cards.
When the dinosaur touches a star, do jump higher
Change the card, the game changes. A child who can’t read yet can still build a working rule, because every card is a picture.
Cards can wait for a moment too: when the game starts, every few seconds, when the score reaches ten, when everything’s been collected.
Tap a picture to change what the card does. This is the whole system.
Touch the star and your score goes up.
They paint their own hero
Your child can paint the character they play as. Fill a whole part with one tap. Stick eyes on it. Turn on Mirror and both sides match without them having to think about it.
Then that character walks into the game as the hero. They do not have to paint: three ready-made looks are one tap away.
Play it. Change it. Play it again.
The first lesson goes in a simple order: play something that already works, change one thing, then make something of your own. The loop is two taps wide.
Not sure it works? Check my game looks for the usual snags: no way to win, a goal floating in mid-air, a door nothing opens. It says what to fix, and shows where.
In the editor, a child who wants a different result swaps a rule card and presses play again. Undo is one tap, and it is on the screen the whole time they build.
What you can rely on
- Skip, replay or stop any step
- Nothing in the lesson is a locked door. Spark’s buttons are always there.
- No scores, streaks or badges
- The lesson and the home screen show none. Spark never says a child got something wrong.
- Saved as they go
- They can stop anywhere and come back to the same place. Every version is kept, and a grown-up can go back to an earlier one.
- Their pace
- The lesson waits for them and never moves on without them. They can leave it half done and carry on another day.
What it doesn’t do
It won’t teach your child Python. There’s no text code in here at all, on purpose.
It won’t build a game your child can sell. This is a place to learn how games think, not a professional engine.
And it won’t hold their attention forever. Some children use it for a fortnight and move on. If yours is one of them, come back when they’re older. Their Worlds will still be there.
World Respawn