I know that when you're in the middle of making a game and building all the dope ass features that you plan to have in it, taking the time to step back and hold the player's hand through something you innately understand can feel like a waste of time. I also know that some of the recent online discourse around tutorials and the "yellow paint" debacle have made a lot of waves around the idea of teaching the player how to play your game.
Ignore anybody that says you don't need one. There's a reason that every major studio puts a tutorial section into their game, no matter what genre it is. A potential player is far more likely to get frustrated with your game or just not even start it if they go to start and have absolutely zero clue what to do, where to go, or what buttons perform what actions. It'd be like taking somebody to a mechanic's shop and telling them to fix a car, only to berate them because you have to teach them how to do it.
Now, I'm not saying to make an elaborate Barney-style show to teach somebody how to press 'W' or anything like that. All I'm saying is that you need to teach people how to play your game. If a player has to spend the first 5-10 minutes trying to figure out the buttons or the UI instead of being instructed on how it works, they're far more likely to just not play that game. Additionally, if you force a player to figure it out on their own and they "discover" a major new feature later that was supposed to just be something they could do, they will feel immensely cheated for not having known that earlier.
And before anybody comes in and says something like, "Well, X game doesn't have a tutorial, and it's super popular..." You're wrong. Even telling the player which button is the attack button or how to move around is still a tutorial, even if it's minimal. I'd also argue that any game with a minimalist tutorial either already has a fan base surrounding that genre or studio, or that it would have had far greater sales and acclaim had it had one.