Quick answer: Persist a completed flag per tutorial ID, update it when each finishes, and render the menu from that state so done entries are marked.

An optional-tutorials menu is only useful if it remembers what the player has done. Without per-entry state, everything always looks unfinished and players replay things needlessly. Track completion per tutorial and reflect it in the list.

How to fix it

1. Store completion per tutorial ID

Keep a map of tutorial ID to completed status in persistent storage. A single global flag cannot represent a menu of independent optional tutorials.

2. Update on finish

When any optional tutorial completes, set its entry's completed flag and save. Do this from the tutorial's own completion handler so it cannot be missed.

3. Render from saved state

Build the menu UI from the stored map each time it opens, showing a check or “Completed” label, and offer replay without clearing the done state.

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 HTML5 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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.