I didn't understand this one at all. You mentioned you're not happy with the tutorial, but I don't think that's the only problem. Nothing is communicated to the player through the visuals.
I'll give you a step-by-step relay of my experience:
I visited the page, saw that you mentioned the tutorial isn't great. I thought, "no worries, I'll just read the instructions in the description before I play". I then became confused before I even started.
I then decided that I would learn better if I just played the game. The title screen looks strangely formatted, but I figured out how to start.
I am taken to a screen with several textboxes, a map of the battlefield with some guy in blue armor (who I assumed was my character) and some diagrams on the right side that showed moves and attacks.
I was confused every step of the tutorial. The goal of the level was never defined, and sentences were thrown at me that didn't seem important to the current situation ("you can use this move, but you'll end up wasting commands", "the foe starts with seven health").
After enough clicking I was able to find elements I could interact with, but I never understood who I was playing as, who the foe was, how many characters were on screen, what my moves were, how to select a move, when I was dealing damage, or when I was taking damage. I ended up losing somehow, and my best guess is that the godot icon (which was only sometimes visible) was my character, and the guy in blue armor was the foe.
What will make your game BETTER: Conveyance.
Make sure all characters on screen are visible at all times. Remove the abstract lines all over the battlefield, and make sure every sprite is clear as to what is represents. Make every foe red, and every ally blue (you can use different sizes, shapes and body types, but the player should be able to tell at a glance who is the bad guy/good guy). Use a sound cue and a brief pop-up sprite (like a spiky text bubble that says "OWCH") when a character is taking damage. Ideally, the player should be able to see AND hear whenever an action is being taken (sword swinging, walking, taking damage, etc.).
You're a fellow Godot user, right? I made a custom object called "Confetti" for my game. It's an AnimatedSprite2D node that plays when it is added to the scene tree and deletes itself when it finishes the animation. It's not much, but if you'd like I can share the code with you.
Lastly, in the description you mentioned how units can move in and out of the battlefield. I would take that out...for now. It's a good idea, but at this stage it would be better to focus on conveying the fundamentals to the player, then add in more cool mechanics.
Best of luck to you and your game! Gamedev is hard, especially when it comes to tutorials (I had to scrap mine and completely redo it for the new version of my game)
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I find some of this a bit condescending, but you are right that it's easier to grasp a game if it properly shows you when e.g. reaction attacks happen and when you hover something that's clickable. I was sorta planning to try and put together the tutorial properly over the course of today and tomorrow, but yeah it's hard to judge how good a tutorial it is when things like that are missing. So yeah I'll begin with that (and maybe have it in a good place in a few days), and try to finish the second portion of the tutorial by next jam.