Cutscene : "I will avenge my dead sister, you despicable creature !" *Sudden pop up wall of text* Feldriedna The Wicked will use Bane Of Light : Sorrowful Twister when her health reaches a certain percentage. When she uses Bane Of Light : Sorrowful Twister, several Ember Seeds will appear around the arena. Hitting Ember Seeds with Arcane or Water attacks will generate a Shield Of Lingering Courage. If Bane Of Light : Sorrowful Twister collides with a Shield Of Lingering Courage, it will transform into a Spindle Of Retribution, hitting back Feldriedna The Wicked for massive damage, and will temporarily lower her Arcane defense. Me : Ok ?
Now I’m imagining a game with no tutorial prior just giving you a 5 minute unskippable tutorial that just goes over the most trivial of the trivial things but not the video game itself and it’s mechanics
@@eagles5205 I was going for "press X to progress the story, now press X again... That kind of tutorial, but you are totally right, the best tutorials fit seamlessly into the game.
also make sure to add an option to replay the tutorial and it's placed in the best spot to ensure everyone accidentally clicks on it several times during their run
Say what you want about Gen 8, but the catching tutorial was optional. Hell, the way I remember it, the tutorial in general was pretty good. (although, to be fair, reading dialogue is my favourite part of playing Pokemon /srs)
If I do try game making one day I'll save this comment so I can use this idea if you want I'm gonna do an ideas section in the credits do you wanna be included or no
It's a fine balance. I've made games and watched people skip the tutorial while playing for the first time only to then immediately get stuck and frustrated before quitting the game within 10 minutes. If you want to learn how to play a game by yourself then sure... But you didn't know to press B to dodge... tried it once and then figured it was a dash. The tutorial explained that you're immune while dashing, but you didn't read that...
My favourite tutorial is from Cuphead. It’s short and can reasonably be completed by a complete beginner in about 2 minutes, shows you all the controls and rewards every player by leaving a coin at the end to incentivise completing it for returning players. As they will take a very short time to complete it
If I ever make a game, there will be an option for an “in depth” tutorial. The “in depth” tutorial will take you through every itty bitty detail possible. Raise hand, put hand on mouse, move mouse until cursor is here, move pointer finger to left mouse button and press down on left mouse button, etc.
If it can be solved by intuition alone in a minute or less, that mechanic does not need a tutorial, like knowing an Elemental Chart in a turn based rpg, or a mud tile in battle gives Slow if you finish your turn there in a tactical one. It is needed though, for example, if weather is a thing that changes the rules of battle, or a summon or class based games, where every change matters. Have a nice day and a cookie.
Remember to make the settings blocked behind the tutorial, so that you HAVE to go through the tutorial to change your resolution, graphics options, language etc.
The same thing but with unskippable dialogue and cut scene's Jesus Christ almighty how unnoying it gets when half of your playtime is just sitting there scrolling through dialogue
I understand that this is how to fail a game development.. but I do think there is a part of this that is very valid, the tutorial shouldn't be able to be skipped. It just shouldn't be long winded and ideally the player won't realize they're in a tutorial. Something like in a 2d platformer, adding a simple pit to jump over before giving them precise timed platforming
I agree. Ideally the player shouldn't be able to tell the difference between game and tutorial. So the first step to failure is making the tutorial a separate component, then the next step after that is to make it unskipable, but yeah, you are right. :)
Thank you! I’ve been saying this for ages. If you don’t entirely pause my gameplay so I can read a several paragraph page on your game’s mechanics, I’d be totally lost. What, do you expect me to know what a red bar in the top left of my screen is, or why when I pick up a new gun you put “15/15” on the bottom right of my screen without explaining it to me in great detail? I was in fact born yesterday, people. Why won’t game devs treat me like it?
Far Cry Blood Dragon in a nutshell. Except it's self aware: one of the texboxes in the middle of an obnoxious spam of tutorial pop-ups is "Tired of tutorials? UPGRADE NOW to Kobayashi Tutorial Premium and let us play the game for you!""
Something I intend to do in some future unstarted project is implement a feature that checks if the tutorial has already been completed on that device (one possible way is by checking steam achievements but that relies on it being on steam), and if it has then you can skip the tutorial. Otherwise you gotta do it
The idea is this fixes the issue of people skipping the tutorial of their first playthrough witbout causing the issue of people who already did the tutorial being forced to redo it
Oh and don’t forget to leave out everything that’s hard to figure out or not otherwise shown. Instead, ONLY include the obvious stuff like the base mechanics and the WASD movement that’s in literally every game. Once they know everything they already know, they can just intuit all the obtuse mechanics and calculations. After all, the only way to learn is to go in blind and/or spend hours on the wiki or bugging your friends about all the basic mechanics!
Works best if textboxes are EXTRA long, I mean average shorts youtuber (not you included) amounts of yapping per textbox. Also who needs a skip button on textboxes? Considering you spent so much time writing them, they SHOULD read them all!
I hate when RU-vidrs are playing a game, skip the tutorial saying it will be easy, then IMMEDIATELY COMPLAIN THAT THEY DONT KNOW WHAT TO DO MY BROTHER IN STEAM YOU SKIPPED THE TUTORIAL
how about you compromise and make it so they can skip the tutorial but also punish them by doing so by only having rewards and shortcuts for people who play completely through the tutorial
I prefer to farm lower levels and then easily clear the next level and repeat. It makes no sense to take on opponents on you’re level cause it’s gonna take longer