Apropos; I've always been fascinated how these tutorials have gone from a quick intro to something long, forced and tedious.
As a game dev, why do you think one need a tutorial in a game? Isn't the whole point in finding things out and explore every aspect of a game without being spoon-fed?
For a puzzle game a basic tutorial is not a bad idea. Also like I said the tutorial was too long... So I agree with you a really short tutorial with only basics should be ok.
Not mandatory is also ok (a message that ask you if you want to do the tutorial should be ok).
But if you don't want a tutorial is also ok, just start the game as soon as the player start the game, you will load the main menu the second time... but you will still need to make an "example level" or a really simple level.
Also if the game should be on mobile it's important to understand that a really casual costumer is different from experienced gamers.
I think you are right and wrong at the same time, as a developer I think that you need to understand who will play the game to understand what you want in your game.
Thanks for the feedback.
This background was a conscious decision. We iterated through many different ones, and got feedback from testers who liked this one best. Apparently this makes you concentrate on mechanics without being distracted by other stuff.
All later worlds have different, more detailed backgrounds. https://www.youtube.com/watch?v=pxmhzJSiWq4
Ok I watched the video. I still think there is a problem with colors. Less detailed backgrounds does not mean that the colors should be so "grey".
You can use a bigger chara/elements in a less detailed but still colorful background like this one from the trailer: https://i.imgur.com/Kn80iCI.png
(bigger chara design, simple background with really awesome colors).
is small (almost too small for a big screen). there is too much wasted space. and the background is boring.
and here: https://i.imgur.com/TXPZUhr.jpg
even with a detailed background there is still too much wasted space. colors are still not that great.
Just try to remember super mario... Simple background but good colors. You don't need a grey background to know what's part of the interface and what's part of the background.
Maybe I'm wrong but I think this is the first big difference between an awesome initial cutscene and the gameplay part of the game. The first thing that will stop a player from loving your game.
Look at Cut the rope background: http://is2.mzstatic.com/image/thumb/Purple/v4/1d/81/3b/1d813b7d-3cc0-e3eb-23c4-874d735ac368/source/800x500bb.jpg
Angry birds: http://www.angrybirdsnest.com/wp-content/uploads/2011/04/Angry-Birds-Seasons-Easter-Eggs-Golden-13-Location.jpg
Fruit Ninja: http://moviehole.net/img/fruit-ninja.jpg
Now look back to your game backgrounds.
I'm sure that after a player know your game he/she will not care anymore about that and everything will depend on the quality of puzzles but before that the eye need a good looking game.
Also take a look at the main menu. To get to the actual game a player should only click play... Instead you ask to click Play->select Game Mode (the first time)->use a joystick-like confusing interface to select the levels where the first one is "tutorial....".
I assure you that I say this because I have made many similar mistakes the first time and I don't want to make them again (I'm studing every game interface I play to understand how to make a good and user-friendly interface).
Look, here there is my first "game": https://www.youtube.com/watch?v=f_66zzzDE6c
Apart from the fact that it is not complete (there is no goal, no level... it's just an incomplete mess created for school and published because I was really happy with my first game), you can see that there are too many elements on-screen for a touchscreen device, I'm asking to assign points to a character without explain why and what.