I am thinking back to an IOS game called FlappyBird. The creator intentionally aimed for game dynamics that would hook users in the first 30 seconds. As a result, the gameplay mechanics were quite shallow and limited. But on the flip side, the game gained a huge following. You might do some balancing here, not to say there must be instant gratification but a better lead into the gameplay might help.
Parent is not trying to draw similarity, but contrast: Edgar takes while to get to rewarding feedback (but has rich gameplay), while Flappy Bird gets to gratification immediately (but has shallow gameplay)