I don't see the problem with having one level make the player go one way and the very next one make the player go the other way; it will teach newcomers that levels can go both ways and traditional Mario fans that not all levels will go left-to-right. Sure, my level will make newcomers think that all levels will go that way initially, but when the next level has the player on the left facing right, he/she will easily be able to figure out that he/she has to go to the right this time and that levels aren't limited to going in one direction.
I think it's bad from a tutorial standpoint to start on the right if virtually all levels start on the left.
I don't see why we can't save second-tier power-ups for another character's tutorial level. After all, SMW didn't introduce the feather cape until World 2; we can introduce flying, etc. in the second tutorial level.
Because Sheath's powerups are different, and that distinction 100% needs to be made. Just because you've learned what the leaf does as Demo doesn't mean you know how to use it as Kood or Sheath.
To be fair, there are some things that are impossible (if not, nearly impossible) to teach that way (example: SMW tells the player how to hold shells and throw them upward, Zelda II tells the player "When you jump press downward to stab" when the down-thrust is unlocked, etc.). Sure, Mega Man X's intro stage does a good job at teaching the player how to play Mega Man X, but all of X's moves only require one button, and each button is reserved for one move (with the possible exception of wall-jumping, but that game gives the player a visual clue that SMBX just doesn't have for down-thrusting spikes, etc.).
I understand your ambition, but some of this simply isn't feasible. If it can be done, please show me how.
I'd also like to point out that Mega Man X used visuals, not the environment, to show the player how to charge shots.
And that's your job as the level designer: to teach the concepts to the player. You have events and lua at your disposal, there should be zero reason why you can't teach a concept without telling the player. If you can't, give it to someone else, and let them try.
Going to be honest: I still don't understand what the long-term negative effect of having 8 leeks in the first level is. Please explain.
The way I see it, the greater the amount of leeks, the greater chance of first-time players noticing a number on the HUD appear/increase, and by extension, noticing that leeks are a permanent collectible. After the level, it shouldn't take long for the player to notice that leeks become scarce in the main game and are used for unlockables. On the developer's side, all you have to do is compensate for the additional leeks (e.g., 9 for the first unlockable, etc.).[/spoiler]
You shouldn't need to teach the concept more than once unless you're extending a prior teaching element or changing up what was taught. Using 8 leeks to teach 1 concept is too much IMO. Also, leeks are probably not being used as unlockables.
Pyro wrote:How about we just start the game in the alternate reality, where there's the picnic and everything? Then we can have a level specifically built to tutorialize Demo, Iris, Kood, and raocow. After you beat that level, it cuts to Post Production Void. That way, PPV can get by on minimal changes and we can still have a good, well-designed tutorial.
If people want to go that route, that's fine, but that doesn't change the fact that PPV still needs work to be a well-designed tutorial for Sheath.