As game designers, we want our players to fully explore the games we create. But they sometimes ignore aspects of our games. In my game Sprocketforge, for instance, I often see new players
Much of the joy in playing games comes from climbing the heuristic tree. We encounter a new game and don't know what works, so we try different tactics and see better
Complex games live or die by how well they onboard players. Among other things, this means making sure new players have simple tactics they can latch onto before they understand the game, also