Quick answer: Persist a durable seen flag to local storage or the save file and check it before showing the tutorial, writing it the first time the tutorial runs.
An intro tutorial that re-plays every single launch annoys returning players and signals broken persistence. The seen flag is not actually being saved, or it is saved to a scope that resets. Persist it durably and gate on it.
How to fix it
1. Persist the seen flag durably
Write the flag to local storage or the save file, not a runtime variable. In Construct 3, use the Local Storage plugin and read it on startup.
2. Gate the tutorial on the flag
Before launching the intro, check the persisted flag and skip if set. Set it the first time the tutorial actually starts so an interrupted run still records.
3. Write the flag early, not only at the end
Set the seen flag when the tutorial begins or at the first step, so a player who quits partway is not forced through the whole intro again next launch.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Construct 3 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.