Never force a tutorial! Great video on how to use a tutorial in here!
SLOCM3Z
Member Posts: 797
Hello,
Should I force a tutorial on the player? I was wondering what people would think about this kind of action and how some of you guys would feel? I am thinking that I should because you wouldn't know how to play if you didn't take it... hmmmm :* My game is a platformer with buttons, flag capturing, item pickups, instruction continuation buttons (what you have to press to go to the next instruction text in a level), wall jumping, and some enemy spawning...
Comments
Tutorials are helpful and make your game way better for the player because he will understand what he have to do from the start not thinking how do i play this game you know but if your game is simple i don't think you need a tutorials.
Haha. Exactly what I was thinking! Like a flappy bird game, you would just say in the beginning of the game, "TAP!", or a dragging game, "Pull this over there and watch it explode!" But mine is a platformer with buttons, flag capturing which you have to stand on for about 8 seconds, item pickups (which are easy to understand, "Look! Item! Run and pick it up!"), then there is wall jumping, instruction continuation, and some other things...
Never !
Lol not even How to play button
That was sweet! Thanks @Socks!
So, what I am going to do is leave my current tutorial alone, BUT I'm going to add interaction into the story line gameplay so that they learn to play with the things AND they are doing it while they are still moving forward
@Socks and @nadir.alkarbi I should know that all players don't usually play the tutorial...