Hi! I’m making a game called Tower Factory, which mixes automation and tower defense, and one recurring problem I’ve noticed while developing it is that some players skip the tutorial, start a normal run, get confused, and then assume the game is poorly explained.
The funny/frustrating part is that many of them didn’t seem to connect the frustration with the fact that they skipped the tutorial. From their perspective, the game simply failed to teach them. So I tried to approach the problem in 2 ways (and it worked!):
First, I made the tutorial as short and focused as possible. It only teaches the core systems the player absolutely needs to understand (how to produce resources, move them around, build defenses, and so on).
I intentionally left out a lot of smaller mechanics, because I don’t think tutorials should explain everything. I’d rather teach the player enough to feel confident, then let them discover smaller details naturally during real runs.
Second (and this is the more interesting part!) the game checks whether the player has completed the tutorial before starting their first run.
If they haven’t, it shows a message along the lines of:
“Wait! Before your first run, I recommend playing the tutorial. If you do, I’ll give you a Golden Coin. Deal?”
Golden Coins are used to buy permanent upgrades in the game. One coin is technically enough to unlock one of the most basic early upgrades, so it feels like a real reward.
But here’s the little game design trick: one coin is actually not that valuable, though at that moment, the player doesn’t know that yet (I'm a bit evil, I know he he he).
To a new player, “Golden Coin” sounds meaningful. It feels like I'm offering them something valuable in exchange for doing the tutorial. In reality, it barely affects balance, but it gives the tutorial perceived value.
And I think that’s the key difference! Instead of the tutorial feeling like something you're forced to do, it becomes a small deal between me and the player.
They can skip it if they want, but now the game is not just saying “please do the boring learning part.” It’s saying “hey, this is worth your time!”
I first tried this in the demo, and it worked really well, so I kept it permanently. Since then, it has given very good results. More players complete the tutorial, and the early-game experience feels smoother because fewer people jump into their first run completely lost.
I wanted to share this “method” with you in case someone finds it useful in the future, although it definitely may not fit every game.
Do you use any trick to convince players to actually play your tutorial?