Maybe I'll rewind a bit, and I'm sorry if this is a long post!
I've just had a teenager who finished making a Chess game in Easel after about a month's work, his most advanced programming project so far. This teenager started in Scratch, has done some Python, but the language they have spent the most time in has been Easel. I've also had a couple of teenagers who have said things like "I suck at coding" and yet make spend months making these quite sophisticated Easel projects full of coding. These two teenagers also did a bit of Scratch but also were lost and disengaged when it came to Python. This mirrors what I've seen in Code Clubs as well, where teenagers just lost interest when shown Python.
Eventually, if someone is going to learn to code for real, they must make the transition from a visual programming language to a text-based programming language, and I know that I have seen teenagers get lost attempting to cross that gap. There are teenagers who obviously have had no trouble with this and that's great, they should go straight to Python or JavaScript or whatever is their heart's desire!
The difference between Scratch and most other programming languages is more than just visual vs text-based. Scratch is actually this cool concurrent, asynchronous, event-driven programming language. This makes it easy to write things like "wait 0.3 seconds" then "move 2 steps to the right". Most other game engines, including PyGame and Godot, instead use a frame-by-frame model. This means you often have to code things as state machines, where you pick up and put down state so that an entity can remember what it was doing next frame. That example of "wait 0.3 seconds" then "move 2 steps to the right" would require the control flow to jump up and down the codebase between state and logic, which means the shape of the code no longer mirrors the step-by-step of what it is actually doing. I think Scratch is successful not just because of its visual coding, but because its programming model allows for step-by-step logic to look like step-by-step code. There's no reason a text-based programming language couldn't also have this property.
Easel is concurrent, asynchronous, event-driven, like Scratch, which is why both Easel and Scratch code can be written in this sequential step-by-step way that you can't easily achieve in other programming languages.
Why can't you just write `await sleep(0.3s)` in other programming languages? Their issue is you can't cancel an `await`, which means it is easy for an asynchronous task to outlive its entity and so they are not safe beginner-level constructs. Scratch solves this implicitly because all scripts are part of a sprite, and when your sprite is removed, all its concurrent scripts stop. It's so intuitive that it doesn't really need to be taught. Easel has a similar thing but in text-based form - it is a hierarchical programming language and everything inside of an entity's block`{ }` gets auto-cleaned up when it dies, including all asynchronous tasks belonging to that entity. I think that's why in Easel, I've seen teenagers spinning up hundreds of asynchronous threads all the time without any problems.
All of this is to say that Easel is like halfway between Scratch and Python. It keeps a lot of the intuitive parts of Scratch's cool programming model, but in text form. My hope (and we have seen this already a few times) is that it can help more teenagers cross the gap from visual coding to "grown up" text-based programming languages.
The reason the code sample is at the top is actually because I saw a teenager talk aloud as they were reading that code and understanding it in real-time. It was super cool because that's it, that's what I've been trying to do - make a text-based programming language that is legible to beginners and not convoluted. And I'm trying to figure out whether it is possible to replicate that moment over and over again with new teenagers.
There is a lot more to it. Easel adds a lot of other stuff like a physics engine and automatic multiplayer. But this post is getting long so I will stop there. I really appreciate the thoughts. I am definitely going to be thinking about how that homepage is presenting itself and I think it is fair what you say that it doesn't look simple, and doesn't look different to any other game engine. That is very good feedback!