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Yes, it's a fart joke. It's also a deliberate onboarding choice. Starting the player naked in a cell strips them of all gameplay systems - no inventory UI, no skill bar, no minimap, no map controls - and lets us introduce each system naturally, one by one.
Animation works better than fading or instant-toggling for revealing UI. Human eyesight is drawn to movement, so animating UI in is more noticeable than fading or toggling. We're literally just exploiting evolution here. Mostly matters for smaller UIs that live in a corner of the screen. (For something this big, the player can't miss it regardless, but the principle scales.)
I do NOT then use blurred zones and forced clicks on the shop so players see the key and buy it. They're perfectly capable of figuring that out on their own. So I let them explore the shop at their own pace and work it out. That makes them ACTUALLY understand how the shop works, instead of clicking the non-blurred areas to get the tutorial out of the way.
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