For today’s Industry Insight, I’m taking a look at the recent discussion from the Venturebeat demo of Cuphead. Is this a case of someone not qualified to play the game, or is the tutorial and design at fault? For the first part, I did a play-by-play breakdown of tutorial design and where Cuphead could use some improvements. After that, I talked about the problems with the presentation and play from Venturebeat.
Today’s Critical Thought returns to the topic of tutorial design in video games. I talked about some passive things you can do to make your game easier to learn. This ranges from when to introduce elements, to UI design and more.
Be sure to watch the presentation that George Fan did on Plants vs Zombies for more: http://www.gdcvault.com/play/1015541/How-I-Got-My-Mom