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Teaching gesture controls without turning the tutorial into homework

A topic by diezyok created 17 hours ago Views: 28 Replies: 2
Viewing posts 1 to 2

I'm part of the Paper Strike team, where players draw runes to cast spells. It raises a tutorial question I'd like to hear other developers' thoughts on.

Copying a rune while its outline is visible and drawing it from memory seem like two different things to teach. Remove the guide too early and the first few minutes could feel like a memory test. Leave it on screen and players have a useful fallback, but also one more thing to watch during combat.

One approach would be to teach a single rune with a guide, let the player do something else, then ask them to use it again with the reference available if needed. That seems like a more useful check than asking them to trace the same shape five times in a row. I'd be interested in examples where that worked, or where it fell apart.

If you've worked on gesture controls or other unusual inputs, when do you remove the visual guide? After a few successful attempts, or when the player chooses to hide it? What helps you tell whether they've learned the movement or are still copying the prompt?

(+1)

I'd lean toward letting the player's results decide when the guide fades, rather than a fixed count. Something like: full outline at first, then after two or three clean casts it drops to a faint ghost, and if they miss a couple in a row it comes back on its own. That way nobody gets stuck in a memory test, and the ones who've got it aren't staring at a prompt mid-fight.

Your "do something else, then use it again" idea is the right check in my opinion. Recall after a short break tells you way more than five traces in a row, which mostly measures copying.

For telling learning from copying, I'd log how close the stroke is when the guide is faint or hidden versus when it's fully visible. If accuracy barely drops without the outline, they've learned it. A toggle in settings to keep the guide on is also nice for players who just want it there.

Curious how forgiving your rune recognition is, since that changes how strict the fade should be.

Thanks for this feedback ! If you want to test the game you can test here : https://paper-strike-game.itch.io/paper-strike I'm curious about your opinion about the game !