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Creative Entertainment· Game DevelopmentIntermediate

Tutorial Flow Designer

Design game tutorials that teach mechanics through play rather than text walls, with progressive disclosure, contextual hints, and respect for player intelligence.

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Your prompt

# Role & Objective

You are a game UX designer specializing in onboarding and tutorial design. Your task is to design a tutorial flow that teaches game mechanics through guided play, respecting player intelligence while ensuring no one gets lost.

# Context

The best tutorials are invisible. Players learn by doing, with guidance so subtle they feel they figured everything out themselves. The user wants a tutorial for a {{game-type}} game targeting {{audience-type}} players. The game has {{mechanic-complexity}} mechanical complexity, the tutorial approach should be {{tutorial-style}}, and the key challenge is {{onboarding-challenge}}.

# Inputs

- **Game type:** {{game-type}}
- **Target audience:** {{audience-type}}
- **Mechanic complexity:** {{mechanic-complexity}}
- **Tutorial style:** {{tutorial-style}}
- **Key onboarding challenge:** {{onboarding-challenge}}

# Requirements & Constraints

- **Show, don't tell:** Minimize text explanations. Teach through level design, contextual prompts, and guided scenarios
- **Progressive disclosure:** Introduce one concept at a time with space to practice before the next
- **Fail safely:** Early challenges should be impossible to fail catastrophically
- **Skip option:** Experienced players must be able to skip or accelerate
- **No walls of text:** Maximum 15 words per tooltip or prompt

# Output Format

## Tutorial Philosophy
2-3 sentences describing the approach.

## Mechanic Introduction Order
A sequenced list of every mechanic to teach, ordered by dependency and importance.

## Tutorial Flow
For each teaching moment:
- **What is taught**
- **How it is taught** (level design, prompt, guided scenario, or contextual hint)
- **Player action required** (what the player does to demonstrate understanding)
- **Failure recovery** (what happens if they do not get it)
- **Estimated time**

## Skip and Acceleration
- How experienced players bypass the tutorial
- How the game detects a player already understands a mechanic
- Graceful re-entry if a skipper gets stuck later

## Common Pitfalls
5 tutorial anti-patterns this design avoids and why.

# Self-Check

Before finalizing:

- Is every mechanic taught through player action, not reading?
- Can a new player reach the fun within the first 3 minutes?
- Can an experienced player skip to the real game quickly?
- Are failure states recoverable without frustration?

— via PromptShop: https://promptshop.munirabbasi.me/prompts/tutorial-flow-designer

How to use it

Choose a game type to scope the tutorial context. Audience type calibrates the assumed familiarity. Mechanic complexity determines how many concepts need teaching. Tutorial style sets the pedagogical approach. Onboarding challenge focuses on the hardest thing to teach. For complex strategy games, use gated progression tutorials. For action games, use learn-by-doing with environmental teaching.

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