Thank you! How far did you get?
Overwhelming: I can think of a few ways to spread the tutorials out more.
Might add another phase to the first fight, and make the first phase slightly quicker if you know what you're doing.
But also I'm realizing. The player is kinda expected to lose the second fight the first time they try it, but the way that happens is probably quite discouraging and drawn-out. I can make it a bit more snappy and make it clear that it's expected.
- Have the characters acknowledge the loss and call for a restart
- Restart from the start of phase 2 instead of from the very start of the fight
- Keep the failure condition from the first phase (any ally falls) instead of changing it to Captain falls, to make the loss more snappy. And if the first try is almost always a loss, that means I can delay some of the tutorials until the second try.
Resolution: Scalable and higher resolution UI is already next on my list for after the jam. Used to want the game to be pixel-consistent, but there's so much text it's not really worth the restrictions.