Get Your Personalized Game Dev Plan Tailored tips, tools, and next steps - just for you.

This page may contain affiliate links.

Tutorial as UX: Our Level One Design Flub

Posted by Gemma Ellison
./
July 24, 2025

The First Five Minutes: Why Your Tutorial is Killing Your Game

The first few minutes of your game are sacred ground. They are where players decide if they will invest hours, or close the application and forget you exist. Far too many indie games fumble this crucial moment, and it’s almost always because of a poorly implemented tutorial.

The Tutorial Trap: A Level One Design Flub

We’ve all been there. You excitedly download a promising indie title, launch it, and are immediately greeted by a wall of text.

“Welcome, hero! To save the kingdom, you must first understand the intricacies of our deeply flawed resource management system…”

It’s the tutorial trap. Information overload presented in the least engaging way possible. This is a UX nightmare disguised as helpful guidance.

Agency? What Agency?

A common mistake is stripping the player of agency. You might think you’re being helpful by holding their hand through every step, but you’re actually making them feel powerless.

They want to experiment, to explore, to play.

Think back to Breath of the Wild. The Great Plateau, the game’s tutorial zone, doesn’t shove information down your throat. Instead, it gives you objectives and lets you figure things out. The game guides you, but it doesn’t control you.

Death by Dialogue Box

Imagine this: you’re playing a pixel art RPG. A character pops up. Dialogue box after dialogue box assaults you with exposition and instructions.

“To open the menu, press the ‘Esc’ key. To access your inventory, press 'I’. To equip an item, drag it from your inventory to the equipment slot…”

It’s excruciating. This is textbook information overload. The player is too busy trying to remember keybinds to absorb anything about the world or story.

We did this in our first game. We were so proud of our intricate crafting system that we forced players to learn it within the first five minutes. The result? Player churn was through the roof.

Seamless Integration: The Key to Tutorial Nirvana

The best tutorials don’t feel like tutorials. They’re woven seamlessly into the gameplay experience.

Think of it as environmental storytelling, but for mechanics. Instead of telling the player how to jump, create a small gap they need to jump over. Instead of explaining combat through a text box, throw a weak enemy at them.

Subnautica is a masterclass in this. The game throws you into an escape pod in the middle of the ocean. There is no hand-holding. You learn by doing, by exploring, and by desperately trying to survive.

Learning by Doing: The Feedback Loop

Learning by doing is essential. Players retain information far better when they actively engage with it.

This means creating clear and concise feedback loops. The player performs an action, and the game provides immediate feedback that reinforces the lesson.

For example, in a platformer, if the player fails a jump, the game should show them why they failed. Was the jump too short? Did they mistime their input? Clear visual cues are vital.

Practical Steps: Auditing Your Tutorial

So, how do you fix your tutorial? Here’s a step-by-step guide:

  1. Play your game from start to finish, focusing only on the tutorial. Be brutally honest with yourself. Are you having fun? Or are you bored and overwhelmed?

  2. Record your gameplay. Watch it back and note every instance where the tutorial feels clunky, intrusive, or confusing.

  3. Identify walls of text. Replace them with visual cues, environmental storytelling, or interactive elements.

  4. Reduce information overload. Prioritize the absolute essential mechanics. You can introduce more complex systems later.

  5. Embrace “learning by doing.” Create scenarios that force the player to use the core mechanics in a natural and engaging way.

  6. Get feedback. Have fresh players play your game and pay close attention to their reactions during the tutorial. Ask specific questions about their understanding of the mechanics.

A Real-World Example: The UI Conundrum

In our current project, a top-down strategy game, we struggled with the UI tutorial. We initially bombarded the player with tooltips and explanations. Playtesters hated it.

We realized we were trying to teach them everything at once. We scaled back dramatically. We focused on the most essential elements: selecting units, moving them, and issuing basic attack commands. We introduced the rest of the UI gradually as the player progressed.

The result? Player comprehension skyrocketed, and the tutorial became significantly more enjoyable.

Ditch the Crutch

Tutorials are a crutch. They’re a necessary evil, but they should be as minimal as possible.

Your goal is to empower the player, not patronize them. Give them the tools they need to succeed, and then let them loose.

Remember, the first five minutes are critical. Make them count. A well-designed tutorial can hook players and keep them coming back for more. A poorly designed one can send them running for the hills. Don’t let your tutorial be the reason your game fails.