Level Design That Teaches: How Great Indie Games Ditch the Tutorial
Celeste, Hollow Knight, and Super Mario Bros prove that the best tutorial is no tutorial at all. Here are six techniques for teaching players through your levels.
Text tutorials are a crutch. Every “Press A to jump” prompt is a confession that the level failed to communicate on its own. The best indie games never need to tell you what to do. They show you through the space itself.
This is not a theory article. These are six specific techniques from shipped games, each with a clear takeaway you can apply to your next project.
1. The Safe First Room (Super Mario Bros)
Shigeru Miyamoto designed World 1-1 as the most influential tutorial in gaming history, and it never displays a single instruction.
The first screen puts Mario on the left with open space to the right. A Goomba walks toward you. You cannot go left. You have to engage. If you jump over the Goomba, you hit a question block and discover coins. If the Goomba hits you, you learn that enemies are dangerous. Either outcome teaches something.
The next section introduces pipes of increasing height. Without saying a word, it teaches you that holding the jump button longer produces a higher jump. By the time you reach the first pit, you already know everything you need.
The technique: Your first screen should contain exactly one new concept with zero consequences for failure. Let the player experiment in safety before raising the stakes. If your opening room needs a text prompt, redesign the room.
2. Reward Placement as Navigation (Celeste)
Celeste uses strawberries to teach movement mechanics before they become mandatory. Matt Thorson and the team at Extremely OK Games placed collectibles in positions that require using a new ability, but in optional, low-risk contexts.
A strawberry sits above a set of spikes. To reach it, you must dash upward after bouncing off a spring. This is optional. You can skip the strawberry. But most players will try, and in doing so, they teach themselves dash timing before the game demands it. Later, the same maneuver is required to progress, but by then the player has already practiced it voluntarily.
The green crystals that recharge your dash work the same way. The first one appears in a safe context where you can collide with it and observe the effect. By the second encounter, you already know what it does.
The technique: Place optional rewards in positions that require the skill you are about to test. Players will teach themselves the mechanic trying to reach the reward. When you later require the skill, it feels familiar instead of frustrating.
3. Safe Zones as Teaching Anchors (Hollow Knight)
Hollow Knight uses benches to create a rhythm of tension and release that teaches spatial awareness. Team Cherry placed only two to three benches per area, deliberately far apart.
When you find a bench, you heal, equip charms, and fill in your map. Then you push into unknown territory. You do not know where the next bench is. This uncertainty teaches you to observe your environment, remember pathways, and manage resources. The scarcity of safety forces you to become a better explorer.
But here is the subtler design choice: benches are always placed just after a challenging section and just before a new one. They act as punctuation. The player sits down, takes a breath, and unconsciously recognizes that what came before was one complete lesson and what comes next is another.
The technique: Use save points and rest areas as chapter breaks. Place them after a new mechanic has been mastered and before the next challenge begins. The player will unconsciously associate rest with completion, creating a natural learning rhythm.
4. Enemy Encounters as Weapon Tutorials (Dead Cells)
Dead Cells teaches you the range and timing of every weapon through its enemy placement. The game gives you a new weapon and then immediately places an enemy at exactly the right distance for that weapon to shine.
Pick up a broadsword? The next enemy stands at the outer edge of its wide, slow arc. Grab a pair of daggers? The next encounter is a fast, close-range foe. The game never says “this weapon has long range” or “these daggers are fast.” It builds a room where the weapon’s strength is obvious from the first swing.
Motion Twin designed roughly 50 unique weapons, and each one has early encounters crafted to demonstrate its unique behavior. The iterative design process ensured that graphics, animation, and level layout all work together to communicate weapon identity without words.
The technique: When introducing a new tool or ability, immediately create an encounter that makes its core strength obvious. Do not explain the tool. Build a situation where using it correctly is the natural first instinct. If your internal playtesters try the wrong approach first, adjust the encounter, not the explanation.
5. Rules as Levels (Baba Is You)
Baba Is You takes the concept further than any other game. Every puzzle teaches you a new interaction that you will need for the next puzzle. The levels ARE the tutorial.
Creator Arvi Teikari designs each level by finding an interesting word interaction first, then reverse-engineering a puzzle that requires it. “What if the player can teleport the rules around to create new sentences?” becomes a level where teleporting rules is the only path to victory.
The game starts with simple rules that do not change. Then it introduces moveable rule blocks. Then overlapping rules. Each level adds exactly one new concept. If a player gets stuck, they can skip to a different branch and return later. By the time they circle back, a puzzle from a parallel track may have taught them the concept they were missing.
The technique: Design each level to introduce exactly one new idea. Players should be able to complete it using only the concept from this level plus knowledge from previous levels. If a level requires understanding something you have not taught yet, add a simpler level before it.
6. Failure as Curriculum (Spelunky)
Spelunky teaches through death. Derek Yu designed the Mines, the game’s first area, to kill you in every possible way within the first ten minutes.
Spikes kill you. Arrow traps kill you. Snakes kill you. Shopkeepers kill you (and then hunt you for the rest of the run). Each death teaches a specific rule. Spikes teach you to look down before dropping. Arrow traps teach you to watch for triggers. The shopkeeper teaches you that the world has consequences.
The key design choice is that deaths are fast and resets are instant. You die, you learn, you try again in under three seconds. The punishment for failure is negligible. The information gained from failure is enormous.
The technique: If your game includes fail states, make recovery instant. The faster a player can retry, the more they treat death as information rather than punishment. Every death should teach exactly one clear lesson. If a player dies without understanding why, the level has failed, not the player.
Applying This to Your Game
These six techniques share a common principle: the level does the teaching, not the text.
Before you add a tutorial prompt, ask yourself three questions:
- Can the room teach this? Redesign the space so the correct action is the natural first instinct.
- Can I make it optional first? Let the player practice the skill for a reward before requiring it for progress.
- Is failure fast? If the player gets it wrong, can they retry in under five seconds?
If the answer to all three is yes, delete the tutorial text. Your level design is doing its job.
For more on building the mechanical systems these levels teach, check out our combat balance guide. If you are procedurally generating your levels, our guide to procedural generation covers how to maintain teaching moments in randomized spaces.
Written by
Florian HuetiOS dev by day, indie game dev by night. Trying to give life to GameDō Studio.
Building games and talking about the ones I can't stop playing.