What do you think about my Tutorial/objective screen (very needed feedback)


What is your first thought about this one?

Hello,

As someone who uses programs like Figma to create & design, I’ll give my feedback.

The idea behind this screen is very nice, however, I believe it would be more beneficial for the images to be accompanied with text instead of containing text.
Why:

  • TextLabels will allow you to scale the text automatically for all devices
  • Text from TextLabels will be clearer to read

I hope this helps!

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Personally I’d instinctively think it’s some form of ads like it’s trying to sell me gamepasses right away, so I would click the understand button right away, before actually reading it. However I don’t actually dislike the idea at all, maybe if it’s made more obvious that its a tutorial, then that could perhaps help?

Maybe you could also add a simple script that checks how long it takes players before they click understand, to see weather they actually read the tutorial or not?

6 Likes

Figma? I have heard about that before, Thank you so much!!

The checker script is really a good idea, thank you so much!

Make the ā€˜I understand’ button only appear once all of the images are properly positioned, because currently the images go through the buttons, and someone can just click ā€˜I understand’ without even having seen the images.

Also maybe add some textlabel somewhere with ā€˜Tutorial’ so when I first look at it I know it’s a tutorial and not some ad. Finally the text in the images doesn’t really stand out. The first thing I see is just a bunch of colors, not the text so make the text more ā€˜visible’.

This is just my opinion, hope this helps.

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Yeah i totally agree with you, the image do really look like some fake ads game(Many colors but zero context, i will change it later , thank you for feedback!)

I dont think many people are going to stop and read that. If you want to keep it though, make sure that players can pull it back up at any time with a button for the first little while of playing.

I think the best tutorials are are not big blobs of text or the ones that hold your hand the whole time, but the ones that are subtle, like in The Legend of Zelda: Tears of the Kingdom or the tutorials like Jujutsu Infinite on roblox, that keeps things fresh and exciting.

2 Likes

Show the tutorial over time. Maybe make a little course to get the player started, then show mechanics. Don’t make players read a bunch before starting the game.

Destiny struggled with this issue. Once you did the tutorial, a NPC literally just said ā€œhere is the lore, read up before continuingā€ and it was like a 30 minute read.

Nobody wants to read, we want to play games.

the reason why you see horror game doing it, is because it is very simple, and can be read in 10 seconds (it still sucks though)

2 Likes

i think if you want to stick with a quick ui tutorial you should give a delay in between each panel (maybe the user has to click to see the next one) and a bit of extra time before the ā€˜i understand it now’ button appears so as someone else said, people dont quickly skip this screen.

(also unrelated but im a huge fan of the style you’ve chosen for the buildings)

1 Like