Quick answer: Break the text into short, action-paired steps that appear right before each relevant action, and let the player do the thing between snippets.
A tutorial that opens with three paragraphs of rules gets skipped, and then players are lost. People learn mechanics by doing, not by reading a manual up front. Chunk the text and tie each piece to an immediate action.
How to fix it
1. Reveal instructions just-in-time
Show only what the player needs for the next action, right before they need it. Defer advanced rules until the situation that requires them actually arises.
2. Keep each prompt to one idea
Limit a single tutorial message to one concept and one action. If a prompt has two sentences of setup before the verb, split it.
3. Interleave doing and reading
Alternate a short instruction with a chance to practice it. Active steps cement learning far better than a passive wall of text that players close.
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 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.
Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.