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Scope and priorities. Had to eave a lot on the cutting floor late into development. Context sensitive tutorials was one of these features ended up with bland tutorial rooms.

was also programming in/developing features way ahead of the art and level design.  This left the features working but not telegraphed very well to the user.

I'm curious, what are these context sensitive tutorials? Like it senses what you're doing and gives you a tutorial about it? And yeah onboarding players is so hard because things that seem obvious to the dev could be completely unknown to the player. That's why I always give my games to a friend with no experience with the game first and see where they get stuck before I submit

Nothing too complex just checking if the player got an item for 1st few times and and highlight things in the level where the item can be used or popup.

oh nice, yeah I can see how that would get difficult