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Fixing ‘Unclear Instructions’ in Game Teaching Design

Posted by Gemma Ellison
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August 4, 2025

Is Your Game Saying “Huh?” Fixing Unclear Instructions

Okay, listen up, aspiring game devs. I used to think that good game design was all about complex algorithms and pushing graphical boundaries. Flashy particle effects, you know? I’d spend weeks coding a cool ability, only to watch players fumble around, utterly confused. Turns out, making a game is about more than just making stuff. It’s about teaching.

Where Are Players Getting Lost? (Probably Everywhere!)

Let’s be honest. You’re probably so close to your project that you think it’s intuitive. But “intuitive” is code for “I already know how this works.” Observe your players. Where are they pausing? What are they clicking on repeatedly? What forum questions are popping up?

Consider a common indie game mechanic: resource management. You’ve got wood, stone, and… uh… “gleaming shards of starlight.” Players need these shards to build a super-powered whatever. But if your tutorial says something vague like “Gather resources to progress,” you’ve already lost them. Why shards? Where do I find shards? What do I do with shards?!

Here’s where I’d usually suggest a sweeping change, like completely redesigning the resource system. That would certainly fix the teaching problem, wouldn’t it? But that’s a bit extreme. The real problem isn’t that shards are inherently confusing (okay, maybe they are a little), it’s that their purpose and acquisition aren’t clear.

Why Are They Stuck? (And What to Do About It)

Players get stuck for a few key reasons. The biggest offender? Information overload. Dumping a wall of text on a player at the beginning is a guaranteed way to make them tune out.

Another problem: No feedback. The player tries something, and nothing happens. Is the action allowed? Did it fail? Did it succeed, but the effect is subtle? This often happens with inventory systems. Players collect items but don’t realize they need to use them somewhere specific.

Finally, and I’m guilty of this, mechanics that are too clever for their own good. You might think that a puzzle where the solution involves exploiting a game bug is hilarious. Your players will think it’s bad design. I mean, I still think it’s funny… but maybe only in post-release bugfix logs.

So how do you fix it? Stop being so clever, for starters. Then, try these strategies:

  • A/B Test Tutorial Elements: Don’t just guess what works. Create two versions of a tutorial section – perhaps one with a voiceover and one with only text. See which one leads to better player comprehension and progress. Small adjustments can make a huge difference.
  • Layered, Just-in-Time Information: Introduce concepts gradually, only when the player needs them. The “gather shards” quest only pops up after the player interacts with the altar that requires them. This prevents cognitive overload and makes the information relevant.
  • Visual Cues: Use highlighting, animations, or other visual aids to draw the player’s attention to important elements. A glowing outline around the altar when shards are in the inventory tells players exactly what to do next.

Mechanic Design IS Teaching Design

This is the part I used to miss entirely. You can’t just slap a tutorial on top of a poorly designed mechanic and expect it to work. The mechanic itself needs to be designed with teachability in mind.

Let’s revisit our starlight shards. Instead of making them appear randomly in obscure corners of the map, perhaps they drop reliably from a new, visually distinct enemy type. This enemy only spawns near areas where the altar is useful. Suddenly, the entire system becomes self-explanatory. The mechanic teaches itself.

Now, I’m not saying you should dumb down your game. Complexity can be rewarding. But the onboarding process should be smooth and intuitive. Save the really mind-bending stuff for later.

The Power of the Game Dev Journal

Here’s where the journaling comes in. I used to think journals were for teenagers with diaries, not grizzled game developers. I was wrong (again). A game dev journal is your secret weapon for identifying and fixing unclear instruction.

Document every design decision. Why did you choose that mechanic? What were your expectations for how players would interact with it? Then, document your playtesting sessions. Where did players struggle? What questions did they ask?

Over time, you’ll start to see patterns. You’ll realize that players always misunderstand your explanations of the crafting system, or that they consistently miss the secret passage hidden behind the waterfall. These are goldmines of information that can help you refine your teaching design.

And speaking of refining your design, it’s easy to feel overwhelmed or discouraged at times. That’s why it’s so important to track your progress and celebrate the little wins. Keeping a game development log can help you stay motivated, organized, and focused on your goals.

Ready to start untangling the complexities of game development, learn from your mistakes (and the successes!), and make sure your players actually get your game? Start journaling on your game design journey today to improve your craft and make sure your players understand what you’re trying to say with our easy-to-use journaling tool!