SIGNAL ORCHARD: ENTRY-FLOW DESIGN EXAMPLE Briefcraft Lab | Illustrative example Context: a fictional routing puzzle. The first session should explain the destination, then the one action needed to try a route. This example is a design demonstration, not a participant study or a playable game. 1. Make the first-session path explicit. A generic Play control does not tell a new player whether instructions are included. The revised menu offers Learn to route as the primary action and I know the rules as the secondary action. Both remain available. An experienced player is not forced through the introduction. 2. Give each introduction step one job. Step 1 says where the signal must go; step 2 describes selecting a junction. The step counter shows 1 of 2 and 2 of 2. Back preserves the route through the introduction. Return to menu is separate from advancing. 3. Label the transition out of the introduction. Next: Junctions names the next topic. Try a route marks the end of the explanation. The web example explicitly ends at a prototype message because gameplay implementation is outside this service. Suggested copy: Menu: Learn to route / I know the rules Intro 1: Send a signal from the blue station to the gold orchard. / Next: Junctions Intro 2: Choose a junction to change its direction. Then check where the signal will travel. / Try a route Delivery mapping: menu.svg and introduction.svg are editable example layouts with live SVG text. A customer review would address the supplied game's actual screen, target size, controls and constraints rather than reuse this fictional premise. Checks performed on these source files: SVG parses; viewBox and control positions checked. Browser interaction is verified separately in the publication record. No conversion uplift, touch-device trial, player study or engine integration is claimed.