Tutorial Level Development for Mobile Games

Players leave before reaching the core of the game — and the first level decides whether they stay or delete the app. We design and implement a turnkey tutorial level for mobile games: from the script and presentation of mechanics to testing with real beginners. This increases the share of players who complete the tutorial and retains more players in the first sessions.

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

Our competencies:

Frequently Asked Questions

Latest works

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Why players quit the game at the first level

Newcomer churn almost always happens before the player receives their first reward — and it is almost always a consequence of mistakes in the mobile game's tutorial level, not a weak core mechanic.

In our experience, analyzing the first gameplay experience yields more retention growth than any meta-game refinement: the player either understands what to do within the first 30–60 seconds, or closes the app and never comes back.

The most common cause is interface overload. On the first screen, currency, daily quests, the shop, the battle pass, and social buttons all appear at once, while the player hasn't performed a single action yet. Attention scatters, and the tutorial turns into a tour of menus.

We separate the flow: first, one target action and a minimum of elements on screen, with the remaining panels opening as steps are completed.

The second mistake is the lack of feedback. The player taps, but doesn't see that their action worked: there's no target highlight, sound, animation, or counter change.

Without an instant response, the newcomer loses the connection between their action and the result and starts tapping at random. We add explicit hints at every step, visual confirmation, and short pauses so the player has time to register the reaction.

The third and most costly one is a dead end in the tutorial. The player closed a hint, went the wrong way, spent a resource on the wrong action, or got stuck on a step that can't be skipped.

If there's no way out of this state, the tutorial doesn't finish, and along with it, the first reward never arrives. We design the tutorial level so that any step can be replayed, skipped, or completed via an alternative path, and progress is saved when the app is closed.

We break down how this gets fixed: we map the first gameplay experience funnel step by step, find the churn points, and restructure the tutorial so that the player reaches the reward.

What a well-designed tutorial level delivers

Share of new players reaching the second level

The first level is the only place where churn costs the most: the player hasn't invested yet, hasn't understood the reward loop, and leaves without regret.

We map the funnel by steps within the tutorial — launch, first action, first reward, level finish — and see exactly which step loses the bulk of players. Usually it's one or two points, not "bad onboarding" as a whole.

After fixing those points, the share of players reaching the second level grows predictably, because we're moving a specific step rather than rewriting the tutorial blindly.

Time to first action

The more screens, text, and permissions we manage to show between launch and the player's first meaningful action, the longer that interval becomes.

We measure this interval by events and cut everything that doesn't lead to the action: the tutorial is built around the action itself, not around an explanation before it.

Reducing time to first action directly lifts conversion into the first level — the player gets feedback before losing interest.

Support requests

Every "I don't understand what to do" and "I'm stuck in the tutorial" is a request that cost money and reputation.

We analyze tutorial tickets and turn recurring ones into in-level hints: where highlighting was missing, where the exit condition was unclear, where the player didn't realize the goal had been reached.

After that, the class of requests about getting through the tutorial disappears, and support load drops without manual replies.

Eliminated class of progression failures

Separately, we close out scenarios where the tutorial is physically impossible to complete: dead-end states, progress loss when the app is minimized, save desync between a session and re-entry.

These aren't "minor bugs" but guaranteed churn — the player hits a wall and doesn't come back. We reproduce such states on test builds, pin down the cause, and remove it from the level logic rather than masking it with a hint.

Training formats: interactive, hints, scripted

The training format is chosen not by taste, but by the type of mechanic that needs to be explained. Below are the working options that are actually chosen between at the start of a project, with their strengths and limitations.

Option When it fits Limitations
Interactive hands-on training Core mechanics: swipe, resource gathering, building, combat Requires a well-designed failure scenario, otherwise the player gets stuck
Contextual hints along the way Complex systems: crafting, economy, skill tree Without being tied to an event, they turn into noise and become annoying
Scripted tutorial with dialogue Story-driven games where the presentation of the world and characters matters More expensive to produce: needs texts, voice-over, camera staging
Hybrid: cutscene + free actions Products with retention metrics and repeat sessions Requires step-by-step analytics, otherwise it's unclear where players drop off

Interactive training delivers the most honest result: the player doesn't read but does, and the skill is reinforced immediately. There's one limitation — every action needs to be validated.

If a step can be failed, it must have a clear way out, otherwise a newcomer quits the game on the very first screen.

Contextual hints work as a safety net, not as the main channel. They're shown the moment the player first encounters a mechanic, and removed after the first successful action.

A scripted tutorial is stronger in presentation, but rigidly guides the player along rails — where freedom is needed, it gets in the way.

In practice, a hybrid is most often assembled: a short cutscene introduces the world, then the player acts on their own, and hints are plugged in selectively. Such a mobile game tutorial level is marked up step by step and observed at what percentage newcomers reach the end.

That is the criterion for choosing a format — not the beauty of the presentation, but how many people carry the training through to the finish and return to the game the next day.

How we design and implement onboarding

Onboarding design is not "drawing arrows on screenshots" but an engineering task with a measurable result: the share of players who reach the first meaningful action, the time it takes them to get there, and drop-off at each step.

We work in iterations: first we capture current behavior from data, then we change the flow and verify the effect on live players.

  1. First-experience audit. We walk the newcomer path on real builds and capture funnel metrics: where the player closes the app, at which step they get stuck, which hints they skip without reading. We review session recordings and logs from the first minutes — they reveal the gap between the intended scenario and actual behavior.
  2. Onboarding step flow. We break the first experience down into a sequence of steps, each with a single goal: show a mechanic, let the player repeat it, reinforce it without a hint. We determine what to deliver as text, what as a gesture, what through the player's own action, and where to place exit points into the core game loop.
  3. Setup and implementation. We assemble the steps into a manageable configuration: trigger conditions, order, skip for returning entries, a separate branch for those already familiar with the genre. The logic is separated out so that scenario edits don't require rebuilding the entire application.
  4. Testing on live players. We roll out the onboarding to a limited share of the audience and compare it with the current version by funnel: the share who reach the key action, the time to it, the number of abandoned sessions at each step. We make edits based on the weakest link, not the entire scenario at once.
  5. Handover to the team. We deliver the step flow with a description of the logic, the configuration, a dashboard for first-experience metrics, and instructions on how to add new steps for game updates. The team then changes the onboarding on its own, without us.

This order delivers a predictable first experience: onboarding stops being a mandatory screen and becomes a manageable part of the product that can be measured and improved.

What the team is left with after the work

An onboarding level is not a one-off screen but a set of managed data that lives alongside the game. That is why after delivery we hand over not only the level itself but everything that allows it to be changed without a developer: configurations, rules, and documentation. Below is exactly what the client's team is left with.

  • Step map — the sequence of onboarding stages with entry and exit points: what actions the player performs, in what order, and what counts as completing a step. It shows where a new stage can be inserted without breaking the others.
  • Hint configuration — texts, appearance timings, hiding conditions, and priorities for each pointer. Hints are moved out of the code into data, so editing wording or a delay does not require rebuilding the app.
  • Display rules — the logic by which onboarding is triggered: for new players, after an update, on re-entry, or via an in-game trigger. It also describes the conditions for skipping and replaying.
  • Onboarding documentation — a description of the level's structure, the purpose of each step, and its connection to game mechanics. It is enough for a new person on the team to understand the logic without digging through the source code.
  • Editing policy — the procedure for making changes: who approves the text, how a new step is verified, and what counts as a regression. It establishes which edits are safe and which affect the launch logic.
  • Set of test scenarios — checks for completion, skipping, and re-entry, so that changes do not break already working branches.
  • Analytics schema — which events are captured at each step and how they reveal where players drop off.

A kit like this removes the main problem with onboarding levels: when everything is hardcoded, any edit drags a release along with it.

When steps, hints, and rules are stored separately, the client's team changes the onboarding itself — and we step in only if the logic needs to be reworked entirely.

Case study: how first-level completion grew

A puzzle game with level progression: the tutorial was built as a separate screen with a text instruction and a "Got it" button.

Before the rework, 41% of installers completed the first level, and only one in five reached the third — people dropped off before they even got to see the core mechanic.

We rewrote the mobile game's tutorial level so that it was part of the gameplay rather than a prelude to it. We broke down the funnel step by step, found the points where players abandoned the playthrough, and restructured the delivery for each of them.

What exactly we changed

  • We replaced the text instruction with learning by doing: the first tap is highlighted, and after that the hint only appears after a 4-5 second pause.
  • We split the entry into short 10-15 second steps — each one ends with a visible result, so the player immediately sees the connection between action and response.
  • We removed the mandatory tutorial: an experienced player can skip the hints and complete the level on their own, while a newcomer gets them as needed.
  • We added an intermediate screen after the first success — it locks in progress and gently brings the player back into the game if they closed the app.

Metrics before and after

Metric Before After
First-level completion 41% 68%
Share reaching the third level 21% 39%
Day-two retention 24% 33%
Return after closing during the tutorial 12% 27%

The growth in day-two retention came not from the tutorial itself, but from the fact that the player managed to get a first result before encountering difficulty.

We tested this across several delivery variants — we kept the one where the completion rate held steady, not just in the first session.

The project was led by NovaSolutions: funnel analytics, reworking the tutorial scenario, assembly and measurement on live traffic. We then scaled the approach to the remaining levels — completion metrics grew there too, because the delivery logic stayed the same.

How learning differs from a mandatory tutorial

A mandatory tutorial is a gateway: until the player completes a given sequence of actions, they are not allowed to proceed. Built-in learning is an environment: mechanics are delivered through the gameplay itself, and progress is not blocked.

The difference shows up not in the interface, but in how the logic of progression is structured and what happens to a player who has already understood the rules.

Skipping the learning is not a binary flag, but a set of conditions. We design it as a verifiable scenario: the player confirms familiarity with the controls, performs a check action, or simply gets through the first segment without critical errors.

If the conditions are met, the learning collapses, but remains available on request. This removes the main complaint about the mandatory tutorial: it doesn't let those who already know how to play actually play.

Built-in learning works differently. It is not separated from progression, but distributed across the first levels: a new mechanic appears exactly when it is needed for the next task.

What matters here is not to overload the start — if in the first minutes the player receives three systems at once, the learning turns into the same mandatory tutorial, only stretched out over time.

Progression balance is the key constraint. Learning built into the levels affects the difficulty curve: the first tasks must be completable without preparation, but not so simple that the player gets bored. We treat this as a separate balancing task, not a side effect of the tutorial level.

The practical criterion is simple: if the learning can be cut out and the game remains understandable, it's a mandatory tutorial that should be made skippable.

If cutting it out breaks the balance or the player doesn't understand the goals, the learning is built into progression, and it needs to be designed together with the levels, not as a separate block.

Common technical concerns

The tutorial level is the only part of the game that every player goes through, so the cost of a mistake here is higher than on any other screen.

Below are the questions that most often come up during the evaluation stage: they concern testing, changes to an already released game, and preserving balance.

How do you test a tutorial if there is no "correct" playthrough?

We look not at whether the player completed it, but at the player's path: where they stop, where they go back, where they quit. We collect the sequence of steps tied to the screen and action, run it through cohort analytics for new players, and compare it with a control group.

Separately, we check edge cases — skipping a hint, re-entering, minimizing the app in the middle of a step. If the share of players who reach the end of the tutorial grows while the time to the first meaningful action drops, the level is working.

The game is already released — can the tutorial be changed without a relaunch?

Yes, the tutorial is edited separately from the main content: the step logic is moved into a configuration that can be updated without rebuilding the entire application.

This makes it possible to change the order of hints, the texts, and the conditions for transitioning between steps in a targeted way. The update is rolled out gradually — first to a share of new players, then to the rest if the metrics have not dropped. A rollback is done by reverting to the previous configuration, without releasing a new version.

How do you avoid breaking the balance with post-release changes?

The balance of the tutorial and the main loop are connected: if a player gets too many resources at the start, progression is devalued further on.

That is why changes are made through parameters rather than by rewriting the logic, and are accompanied by a check of key slices — how many resources and items the player takes away from the tutorial.

We make changes one at a time so we can see the effect of each, and we keep the ability to restore the previous values.

What should be done if the tutorial has already been released with errors?

First, we pinpoint at which step players are lost and what exactly breaks — a freeze, an incorrect hint, or an unavailable action.

Then we release a fix through the configuration without touching the rest of the content, and test it on new players before rolling it out to everyone. Players stuck on a broken step can be guided further with a separate rule so as not to lose the audience.

Describe your task — we will get back to you with an estimate and a work plan for the tutorial.

Let's discuss your task and come back with a plan

To come back with a plan rather than generalities, we need a short introductory snapshot of your game.

A current build or screen recording, a description of the target audience, and what first experience you want to give the player are enough: combat tutorial, building, economy, or a combination of mechanics.

If the mobile game's tutorial level already exists and isn't working, show us completion metrics, drop-off points, and session recordings: they reveal where the player quits and where we lose the meaning of the mechanic.

From there, the breakdown proceeds step by step, and at each stage you're left with a clear artifact.

  • A 40-60 minute call: we break down the task, genre, references, and how the player should come out of the tutorial.
  • Audit of the current first experience: we look at the funnel, exit points, and time to the first meaningful reward.
  • Breakdown of mechanics: we identify what the player must master and what can be deferred for later.
  • Designing the tutorial scenario: the sequence of steps, hints, and interface constraints.
  • Estimating timelines and scope of work: how many iterations are needed and where your game designer's involvement will be required.
  • Approving the plan: we lock in the stages, acceptance points, and reporting format.
  • Starting work: we assemble a prototype of the tutorial level and test it with real players.

As a result of the breakdown, you get something concrete rather than an abstract "we'll make it good": a diagram of the tutorial steps, a list of changes to the interface and hints, a timeline estimate by stage, and a list of what will be required from your side — access, build, analytics.

If the tutorial level is only being planned, the breakdown proceeds from the mechanics and target audience, and we immediately identify which decisions will deliver a quick effect and which should be validated on a prototype.

Describe your task in free form — we'll send you a timeline estimate and a work plan you can use to make a decision.