Time for a new #wishlistwednesday for all #indiedev #gamedev :)
Share your #INDIEGAMES with the community for some ❤️!
1⃣RETWEET this thread!
2⃣REPLY to thread with your game!
3⃣LIKE the game you like and comment
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Good Morning, a new saturday a new #screenshotsaturday 😀
Let's see all those great #indiegames
🐦LIKE and RETWEET this thread
🕹️ADD your own #indiegame
❤️LIKE and COMMENT on your fav game
🥇WINNER is the most liked #indiegame
#gamedev #IndieDev #indiegamedev
A green "tutorial complete" checkmark means nothing.
Completion metrics count clicks, not verbs.
Require one clean performance of the verb — or the door doesn't open.
#gamedev #gamedesign
"Which tutorial sin is your game guiltiest of? 🕹️"
0%Text boxes everywhere
0%Teaching before motivatin
0%Five systems in one room
0%Ends on a dead screen
0 votes • Final resultsAll five mistakes, the fixes, the funnel checklist, and a 20-question diagnostic quiz:
game-developers.org/game-tut…
Which one is hurting your tutorial the most right now? Reply below 👇
#gamedev #gamedesign
Before you rewrite anything: instrument the funnel.
tutorial_started
tutorial_step_completed
tutorial_completed
Step events show where players stop — and what happened right before.
Then watch ten first sessions, muted. Watch hands, not opinions.
#gamedev #gameanalytics
The proof is older than most engines.
Mario's World 1-1 teaches stomps, rewards, and power-ups through level structure alone. Zero tooltips.
Valve did the same with Half-Life 2: the story unfolds at your speed, through interaction.
#gamedesign #leveldesign
Mistake 5: No bridge to the live game.
The tutorial ends on a dead screen. Players finish learning — then churn before session two.
Fix: end inside a real match, with live economy and stakes.
Day 1 goal: a 10–15 min quest chain using each verb once.
#gamedev #retention
Mistake 4: One-size-fits-all.
Veterans get hand-holding. Novices get lost. Both churn.
Fix:
Branch by skill
Quick SKIP for returners
Optional help for novices
Prompts for touch / controller / KBM
#gamedev #accessibility
Mistake 3: Cognitive overload.
Working memory is a fixed-capacity store.
The 3-3-3 ceiling:
3 verbs
3 UI elements
3 seconds per step
One system per level. The jump button is "jump" everywhere. Delete what isn't necessary.
#gamedev
Mistake 2: Wall-of-text "teaching."
Text boxes and arrows instead of play.
Result: high completion, zero skill gain.
Fix: one verb per screen. Move → aim → act.
Skill checks, not quizzes. Perform the verb or the door doesn't open.
#gamedesign
Mistake 1: No player promise.
You teach controls before answering "why care?"
Result: drop-off before the core loop appears.
Fix: cold open with a win state. Teach controls inside a meaningful scene. Reward an upgrade in the first minute.
#gamedev #gamedesign
Your tutorial isn't broken because players can't learn.
It's broken because it teaches controls before it earns attention, replaces play with text, and floods working memory.
Up to 70% of players churn during onboarding.
The 5 mistakes, and how to fix each one 🧵👇
#gamedev
🤖 Made with AI
Time for a new #wishlistwednesday for all #indiedev #gamedev :)
Share your #INDIEGAMES with the community for some ❤️!
1⃣RETWEET this thread!
2⃣REPLY to thread with your game!
3⃣LIKE the game you like and comment
Follow us for more events #IndieGameDev !
Happy #trailertuesday !
❤️ Like and RT to help new developers!
💬 Comment about their work!
✅ Follow our channel (thx a lot!)
#gamedev #indiedev #gamedesign #indiegames
#indiegamedev #indiegame #gamedevelopment
#gaming #design
Time for a new #wishlistwednesday for all #indiedev #gamedev :)
Share your #INDIEGAMES with the community for some ❤️!
1⃣RETWEET this thread!
2⃣REPLY to thread with your game!
3⃣LIKE the game you like and comment
Follow us for more events #IndieGameDev !
Happy #trailertuesday !
❤️ Like and RT to help new developers!
💬 Comment about their work!
✅ Follow our channel (thx a lot!)
#gamedev #indiedev #gamedesign #indiegames
#indiegamedev #indiegame #gamedevelopment
#gaming #design
If it isn't done, the producer must say so. With specifics: unresolved questions, unmitigated risks, unmet criteria.
Full breakdown — dependencies, cert checklists, staffing, exit criteria: game-developers.org/game-pre…
#gamedev #indiedev #gamedesign
When is pre-production actually done?
Not when the calendar says so. Four exit criteria:
✅ Core loop validated (players responded as intended, team agrees to keep building)
✅ Key technical risks proven
✅ Team in place
✅ First milestone defined with written acceptance criteria
Staffing errors cut both ways:
Hire too early → 40 people with nothing to build. Costly in cash and morale
Hire too late → half a team, 3 months from your first milestone. You can hire into that. You can't get time back
Staffing model and schedule = ONE document
#indiedev

