How does the level design need work? Like what do you have in mind? The tutorial was made to ideally be pretty simple and straight forward. Interact with this thing and then break the wall. Here is a new thing. Do that then break the wall. Another new thing. Wall.
The clarify the tutorial is not the main game. The real game works a lot differently than the tutorial does. It isn’t a level based game.
Get rid of the AI generated things.
The game should immediately start you off at the start spawn, not just throw you around (which I’m not even sure why it does that).
The intro GUI took a WHILE to load in, hence why I could see the aforementioned happening.
I’m not so sure why the punching button isn’t immediately always on… and shouldn’t the timer thing end as soon as the player finishes destroying the wall? I don’t even think the run beginning station thingy is necessary.
I believe I just fixed the loading screen so you hopefully shouldn’t see your character jumping around. Though if you’re saying the GUI took a while to load makes me thing it lagged out. Not sure how to fix that.
The punch button isn’t on by default because I hid it when the player isn’t in a Run (there are settings outside the tutorial to toggle this functionality). The Run itself is a thing within the tutorial because it is a large part of how the game works outside of it. The way the tutorial works and the way the game works is a bit different, I dumbed it down a lot for the tutorial.
That’s ironic since I made it hoping to fix this same problem (I made it plain to help with load times). But, yeah, ever since the tutorial, it has gotten worse. Thanks for the feedback.