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Two Dots’ onboarding is the perfect game user flow

Puzzle game Two Dots introduces its Star Rank feature in four full-screen steps that count your stars, reveal your rank and hand out rewards.

Two Dots screen Introducing Star Rank, explaining that levels and collectibles earn Stars, with a Count Stars button

At the time of the screenshots, the mobile puzzle game Two Dots introduced its new Star Rank feature with a four-step, full-screen feature onboarding flow. "Introducing Star Rank!" explains in one line that beating levels and earning collectibles earns Stars. "Counting Stars..." fills a star bar between the game's two characters. A rank ladder then announces the player's new rank, and the last screen congratulates them and shows the rewards and avatars they unlocked. There's no progress bar, and the copy is minimal.

Two Dots screen Introducing Star Rank, explaining that levels and collectibles earn Stars, with a Count Stars button
Two Dots Counting Stars screen with a filling star bar, two character avatars and a Reveal Rank button
Two Dots rank ladder with a bubble saying You ranked up to Daytripper II and a Got it button
Two Dots Congratulations on the new rank screen showing rewards and unlocked avatars, with a Claim button

Why it works

✅ Built like a game moment: counting stars, revealing a rank and claiming rewards turn a feature explanation into something that feels like play, as any good mobile game should.

✅ No need for a progress indicator: the flow is so short, and each step leads so clearly to the next, that a missing progress bar doesn't bother players. It makes the flow feel less like a task.

✅ Exciting microcopy: buttons such as "Count Stars", "Reveal Rank", "Got it!" and "Claim" build anticipation and keep players in a good mood.

More on this pattern: new feature onboarding and onboarding UX writing.