Quick answer: Trigger tooltips on both pointer hover and keyboard focus, and expose them to assistive tech so keyboard users get the same help.
Hover-only tutorial tooltips are invisible to anyone using a keyboard or screen reader, which fails accessibility and locks those players out of the guidance. Bind the same tooltip to focus events and announce it to assistive tech.
How to fix it
1. Add focus triggers alongside hover
Show the tooltip on focus and focusin as well as mouseenter, and hide it on blur and mouseleave. Keyboard users reach controls by focus, not hover.
2. Make the target focusable
Ensure the element the tooltip describes is reachable by Tab, adding tabindex where needed, or the focus event can never fire.
3. Associate the tooltip for assistive tech
Link the tooltip with aria-describedby so screen readers announce it when the control gains focus, giving non-visual players the same hint.
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.
A crash you can name from its stack trace is a crash you can usually fix in minutes.