How do I explain my games rules?

Hey there fellow devs,

I’m currently working on a mobile game and I’m wondering how i could make a good explanation of how the game works. I created a little Tutorial-Section for the game, but i think its kinda lame. Since I’m not a person who is very good with words (especially not in another language), I wanted to ask you guys how i could do a quick, nice and understandable explanation of how the game works.

I try to explain what my game is about:
The Game consists of a 4x4 grid with Gray-colored tiles on top. Each round, some tiles are colored blue in a random order. As soon as the border of the screens turns blue as well, the player has to press the blue tiles in the same order in which they were colored. After that, the next turn starts.

Some Tiles are colored red first, but change to blue afterwards. They should be seen as some kind of bombs and shouldn’t be pressed by the player. These should be omitted.

If the player touches the tiles in the wrong order, touches a tile that was red or needs more than 5 seconds to touch all the correct tiles, the current round ends, the next rounds starts and he loses a life. If he has no lifes left, its game over.

So, does someone has a good idea of how i can explain the rules nice?

There is a live-Version online on the Google Play-Store at the moment, but i’m currently working on a re-work of everything. The live version has the tutorial with which I’m not very pleased.

Here is the link to the current game: https://play.google.com/store/apps/details?id=com.AmethystGameworks.SuperTappingChampion

A little screenshot of how the re-work of game looks is attached.

The standard mobile format is to use a tutorial. Start with a level with only one dot. Make it very obvious the player has to touch it, perhaps by putting a big transparent finger on the screen.

Level two has two dots, make it obvious that the order matters.

Introduce three or four dots on level three.

Level four brings in the timer

At about level five you should introduce the red dots. Again, make it big and obvious that the player should not touch the red dots.

You get the idea.

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It’s important to point out that BoredMormon’s suggestion doesn’t require any text instructions, just a big transparent finger.

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Thanks for the replies. The Suggestion sounds very good!

Would it be a good idea to put the Player right into the tutorial the first time he starts the game?

Most people i showed my game to instantly wanted to play the game instead of checking the tutorial first. They usually failed the first 2 or 3 rounds until they understood how to Play it.

Normally yes. You do have to walk a fine line of player patience. Too much or too little tutorial will frustrate a player and have them leave.

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Alright, i think i’ve got a plan now.
Thanks :slight_smile:

The best way to teach users how to play rules is by creating innovative controls (e.g tap to jump)

However, this is not the case most of the times if your game is more than just tapping and swiping. This is where interactive tutorials come into the game. They guide players why pointing out what UI to press and how to achieve certain actions (e.g attack, jump etc.)