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But there's no real tutorial to speak of. It's just some general explanations that "you need to solve cards with resources" not actually explaining any of the mechanisms, and after I drew the first cart nothing got any response from the game beside the "end day" button, which I clicked, and the game told me I need to solve the card first. Nothing during this entire process seemed interactable (pressing on everything didn't work, dragging the card onto stuff didn't do anything, etc).
Great stuff.
Ive been playing it just fine for 3 entire days, seems like a skill issue on your end
Doctor Cucumber, have you played Cultist Simulator? I think the Sultan's Game demo assumes that players are familiar with some of the game concepts/mechanics from other games in the genre. If you haven't played any games with a similar UI, I imagine you could feel lost.
(It seems to be a common problem with pre-release demos, as often tutorials are not added to games until they are almost finished.)
That’s an issue with more than a few developers, actually. Games used to get a free pass for not properly teaching us how to play because things were exciting and it was interesting to learn games by yourself. Developers assuming you have early niche knowledge, or find their chores interesting, do not deserve out money, imo.
Cultist Simulator (CS) is definitely not to everyone's taste. The gameplay is significantly about working out what to do. A central theme is the mysteries of the 'secret histories'. (It wouldn't be very mysterious or secretive if it was all laid out!) That game intentionally does not give you instructions up front. Once you've unravelled the game mechanics, it's a bit of a grindfest. That's when it gets boring, for me at least.
I don't think Sultan's Game is as estoeric or opaque as CS. Apart from some of the UI elements, I don't think the gameplay has all that much in common with CS. (I only mentioned it because I thought if you hadn't played games where you make decisions by positioning cards in slots on a tabletop, then that concept might be confusing.) If you like party-based time and resource management games, you might like to give Sultan's Game another chance after it's released.
In general, I wouldn't expect indie games to have a tutorial pre-release. Tutorials usually get added last, because it's difficult to design a good tutorial when some of the game mechanics are not yet finalised. (If you make a tutorial too early, there's a fair chance you'll need to re-do it!)
And you don't need a full release to put text prompts in your game, saying "do this".