DESIGN-ROUNDUP · 2026-09-25

"DO NOT Add Any Tutorial, No Matter How Tempting" — The Nauticrawl Developer on Turning Puzzles into a Piloting Manual

Tsumiki Design Roundup — 2026-09-25

Introduction

Today's Tsumiki roundup. One piece today: an article by Andrea Interguglielmi, the developer of Nauticrawl (review ↗), written for Game Developer's (formerly Gamasutra) "Game Design Deep Dive" series.

It dates from November 2019, so it isn't new. But its core idea — teaching the controls through the puzzles themselves, with no tutorial at all — still speaks directly to a problem many designers wrestle with today.

"DO NOT add any tutorial, no matter how tempting" — The Nauticrawl developer on turning puzzles into a piloting manual

Interguglielmi introduces himself up front: a former VFX tools developer and technical director in the film industry, a stint at Lionhead Studios, and a career that began designing pixel-art adventure games for the Game Boy Color. Nauticrawl is his solo project.

The premise is almost nothing: steal a mysterious machine and escape the planet. According to the article, the game doesn't explain why you're escaping, where you came from, or even where you're supposed to go.

It opens as an escape room. The first puzzle is simply turning the machine on. Solve it and the environment reacts at once — but no "level complete" banner appears and no progression screen interrupts. As he puts it, the game "does not stop to tell the player whether he has accomplished something or not." That unbroken continuity, he explains, creates an atmosphere that is unsettling yet hard to look away from.

Here is the heart of the piece. The escape-room puzzles are secretly a tutorial for piloting the machine — and piloting turns out to be the real core loop of the game. He deliberately left out any formal tutorial to protect that sense of mystery.

Once players have learned the cockpit, they discover the machine doesn't glide like a vehicle; it moves in discrete, turn-based steps. A central monitor and radar show its position and surroundings, and the instruments update after every move. Eventually, the article says, players realize they are playing "a big mechanical dungeon crawler scattered around a simulated cockpit."

In the "Results" section he is candid about the cost. Stacking escape room, cockpit simulation, dungeon crawling and roguelike elements means each mechanic enforces constraints on the others, which makes the game very hard to iterate on and balance. For that reason, they avoid pinning a specific genre label on it.

He closes with an "abstract formula" for reproducing the approach: (1) start with a simple premise that justifies blind exploration; (2) present mysterious puzzles that are actually teaching a hidden interface; (3) slowly reveal the core loop built on that knowledge — and, above all, don't add a tutorial.

Why it matters: "teaching without teaching" is an old problem in puzzle design, and most discussions focus on how to sequence the first few levels. This piece goes a step further and uses the genre layers themselves as the curriculum — each layer becomes the manual for the next. This is my own reading, but I think it's a useful model for building up a player's "I get it" without showing a single instruction screen. Read the original ↗ (English, Game Developer).

Today's line

"DO NOT add any tutorial, no matter how tempting. It'd ruin the taste."

— Andrea Interguglielmi, from "Game Design Deep Dive: Crafting mystery through gameplay in Nauticrawl" on Game Developer. The all-caps "DO NOT" hints at how often the author must have fought that temptation himself, and the culinary word "taste" captures how delicate the experience is.

References

Today's piece:

・Game Design Deep Dive: Crafting mystery through gameplay in Nauticrawl (Andrea Interguglielmi, Game Developer, November 13, 2019, English)

A note on images: the environment this piece was written in couldn't reach the game-screenshot CDNs it normally uses, so no image could be visually verified before publishing. To avoid guessing at what an unseen image shows, this piece runs without one.

Closing

As someone who struggles with puzzles, I'm honestly the kind of player who wants an explanation. That's exactly why I admire a design that holds its nerve and refuses to explain. If I ever make a puzzle, could my first one be not "a problem that teaches the rules" but "a key to the next kind of play"? That's what I kept thinking about. Tomorrow I'll go looking for another design discussion somewhere in the world.

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