‘Iterating’ and ‘failing fast’ inevitably operates on a small part of your game. What if the failure of your game is in the tutorial, not in the core loop? You need to know when to move on, and it’s probably sooner than you think. #gamedev
That's one of the reasons why the tutorial should be one of the last things to make/finish. :)
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Yeah, I'm sure it should be _made_ last, but I'm leaning more and more towards designing with the tutorial problem in mind.
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It's something I try to keep in mind for sure. "This is an interesting mechanic and it's easy to show in person, but how can we teach it to the players across the world?" Also, the ratio of amount of rules vs amount of fun is one of the main ways I grade boardgames.
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