Talk:Tutorial stage/@comment-27326858-20151203152244

I dislike the idea of tutorial stages, its a bad game design.

Watch this video https://www.youtube.com/watch?v=cYvPdEyTXUc

A good game design should teach the player how to play the game inside the game without telling so.

If anything, the first part that the MC encounter should be designed to serve as the tutorial.

Something along the line of the entrance of the school is sealed by multiple ofuda's

To remove ofudas carefully there will be a sliding pointer that is constantly moving on a Scale. If the player manages to land the pointer in a green zone, they will successfully remove the ofuda without damaging it. If they land it on the red zone, it will be removed but damaged.

After the first 2 ofuda is removed a ghost will appear behind the MC and Panic/sanity meter goes up. The player tries to remove the remaining ofuda's but the green zone will be drastically be smaller compared to before since they are in a panic.

As the ghost gets closer, the panic increases again and the scale to remove the last ofuda will be completely red.

After that, the ghost reaches the player before going into the school. I want to propose is that the ofuda will be used automatically when approached/touched by a ghost. The graphic when touched by a ghost would be the ofuda floats up to the middle of the screen and crumbles and burns. At which point, the ghost will also dissipate.

It will serve as a "Life" system for the player.

That way we can teach the player without actually teaching the player.

The less we need to teach, the better