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"My Tutorial Was a Maze: UX Thinking Saved My Game"

Posted by Gemma Ellison
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July 26, 2025

Tutorials are the forgotten gatekeepers of game enjoyment.

I almost doomed my indie project, “Echo Bloom,” with a tutorial so bad it nearly guaranteed player abandonment. It was a confusing, tedious mess, a perfect example of how not to introduce someone to your carefully crafted world.

The Original Sin: Information Overload

My initial tutorial was a monstrous wall of text. Walls, plural. I thought I was being thorough, explaining every mechanic, every nuance of the game’s systems upfront. I hammered players with details about resource management, combat, crafting, and the lore, all before they’d even taken their first step.

This was a colossal error.

New players don’t need a PhD in your game’s design before they start playing. They need to understand the basics. They need to feel the core gameplay loop, not read about it.

I realize now that I was designing for myself, the person who knew every inch of “Echo Bloom” inside and out. I wasn’t designing for a new player.

The fix was ruthless: progressive disclosure. I broke down information into the smallest, most digestible chunks possible. The first screen only explained movement. The next, interacting with objects. And so on.

Agency? What’s That?

My first tutorial stripped the player of all agency. They were just following a rigid set of instructions, clicking where I told them to click, reading what I told them to read. There was no room for experimentation, no sense of discovery. They were a robot following my script.

This is a fast track to boredom. Players want to play. They want to explore, to experiment, to feel like they have some control over their experience.

I added elements of choice. Instead of forcing players to craft a specific item, I presented them with a few options. This gave them a sense of ownership, even within the controlled environment of the tutorial.

A perfect example was introducing combat. Instead of forcing them to use a specific attack, I gave them access to two different attack types and let them figure out which one they preferred against a weak enemy.

The Missing Goal

The original tutorial lacked a clear, concise goal. Players were just going through the motions, clicking prompts, and reading text, without understanding why they were doing what they were doing. What was the point? What were they working towards?

I thought explaining the long-term goal of the game was enough. It wasn’t. Players need a short-term, immediately understandable objective.

I reframed the tutorial as a series of small, achievable tasks that directly contributed to the player’s immediate survival. Find food. Build a shelter. Defeat a monster. These simple goals provided a sense of purpose and kept players engaged.

I made sure the overall, long-term narrative goal of the game was introduced after they understood the basics.

User Testing: The Cold, Hard Truth

I thought my tutorial was fixed. I’d addressed the information overload, added agency, and provided clear goals. Then I unleashed it on real players.

The results were humbling.

Playtesters still got lost. They still missed key information. They still felt overwhelmed. It was better, but far from perfect.

This is where user testing becomes invaluable. Watching real people interact with your game, struggle with your design choices, and voice their frustrations is brutal but essential.

I recorded playtests, meticulously noting where players got stuck, what they misunderstood, and what they simply ignored. This feedback directly informed my next round of revisions.

I discovered that what I thought was clear was often anything but for a fresh player.

Signposting: Leaving a Trail of Breadcrumbs

A major issue was poor signposting. The tutorial lacked clear visual cues to guide players. Important interactable objects blended into the background. Critical instructions were easily overlooked.

Good signposting is about making it obvious where the player needs to go and what they need to do.

I added subtle visual highlights to important objects, used more prominent UI elements to display instructions, and created a clearer path through the tutorial environment. Think of it as leaving a trail of breadcrumbs for the player to follow.

I made sure the visual style of the signposting was consistent with the overall aesthetic of the game. A big, flashing arrow might be effective, but it can ruin the immersion.

Actionable Steps: Avoiding the Maze

So, what can you, as a fellow indie dev, learn from my tutorial disaster?

  • Embrace Progressive Disclosure: Introduce mechanics gradually, in small, digestible chunks.
  • Prioritize Player Agency: Give players meaningful choices and allow them to experiment.
  • Establish Clear Goals: Provide both short-term and long-term objectives.
  • User Test, User Test, User Test: Watch real people play your game and learn from their struggles.
  • Master Signposting: Guide players with clear visual cues and instructions.
  • Simplicity is your friend: Cut unnecessary complexity, then cut some more.

Your tutorial is the first impression your game makes. Don’t let it be a confusing maze that drives players away. Invest the time and effort to create a smooth, engaging, and informative introduction. It will pay off in the long run. My game is far better for it.