Check that a tutorial can never leave a player in a step they cannot finish
A tutorial that waits for the player to tap a button the player cannot reach, or sends them around in a loop, loses people in the first minute. This entry shows how to make the AI treat the tutorial as a map of steps and find the dead ends, loops and forgotten steps automatically.
Why this works
A tutorial is a set of paths, and a person can only be stuck where no path leads on. Written down as steps and arrows, the map can be walked by a machine in seconds, which finds mistakes that testing by hand misses.
When not to use it
Skip it for a short tutorial of three or four steps in a row: reading it is faster. It also cannot help when the sticking point is a confusing screen, which only watching real people shows.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 40 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Check that a tutorial can never leave a player in a step they cannot finish" (read_entry tutorial-gets-the-player-stuck) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP