Americranian, I'm afraid my chess analogy still holds true.
All of your beginner chess players, so to speak, are Crazy Party players. You assume that either 1. the only people who will like this game are Crazy Party players who ought to know a little of what they're doing, or 2. everybody plays Crazy Party. Both assumptions are fallacious. Therefore, your average player may indeed be a beginner chess player, but they may not be either. You won't know until or unless they really start getting frustrated when you start telling them their moves don't work.
Let me put this another way, and dispense with the analogy for now. You make a lot of assumptions, it seems, and most of them are wrong or unverifiable. These hurt your credibility. Why, for instance, would you assume that everyone plays Crazy Party? Just to put a nail in that coffin, I don't. I actually am among a smallish group of people who ultimately does not like CP's minigames. I think they are an excellent way to ruin keyboards, and I find the grind for coins pointless when coins...uh, kind of don't do anything. At least the battle mode requires the sort of strategy I like. Now obviously, lots of people like the minigames in CP, and power to them, but it's not for me, personally. But why would you deliberately limit your audience to those who enjoy CP? A better question: if you're not assuming everyone plays or likes CP, then why are you treating everyone as if they have knowledge that they may not in fact have? That's just backward.
I recognize that you don't want to spoil everything and that you do want some exploration and figuring out on one's own to be part of the way the game works. I can respect that. But the clear consensus is that you're not doing enough, so if you are going to sit down and try to explain things a little better, this is a really excellent time to do it.
You'll note that I said you still have the time and the ability to turn this around. I believe it; wouldn't have said it if I didn't. I'm underwhelmed by the first impression I've gotten from you, but the beauty of first impressions is that they can be fixed in time. You owe me nothing in this case, but I do hope you get stuff together.
Now, as far as your question, let me help with that.
I find there are three levels of game knowledge overall. I'll rank them from lowest to highest.
1. What the hell is going on?
Players know very little of what to do or how to do it. They also don't know what to expect. They may be capable of learning, but the first little while is going to feel like hitting one's head against a wall while one dies or loses over and over. To me personally, this is insanely frustrating. Other players appear to feel the same way. Not absolutely everybody hates this, but if you insist on it too much, it will send some players away long before they gain enough skill rr knowledge to get to whatever it is that makes your game worthwhile. That entry barrier I spoke of in my last post is very high, and if players don't break it, then you've lost them.
2. Okay, let's see how to do this better
The player is armed with the basics of gameplay and set loose. They should understand at least entry-level mechanics. They may explore or experiment and die a lot, but they're doing so because there's a point to it...or because they think there is. A lot of MUDs do this really well (Alter Aeon being a bad example, actually). They'll, say, give you starter gear, a map or two and some basic quests, help you get around the first few areas, then basically say "Okay, you're on your own". Players are given the tools to succeed but not hand-held in how they use those tools. A lot of players (self included) like this. The more complex or frenetic a game is, the more this matters. Entry barrier is middling to low, so while one might find frustration with a few repeated failures, one has the idea that with persistence, it will get better. In short, there is a sense of progress, even from failure. It doesn't feel so random; we're not just throwing stuff at a wall to see what sticks. To me, at least, and to many players I've spoken to over the years, this is the sweet spot.
3. What's the point?
This is the other end of the spectrum. You have told the player absolutely everything, and either they're gaming the system hard because they're pros, or else they think the system is too weird/overcomplicated without even playing. These games are the sort which tell you every keystroke, provide a cheat code or two to make gameplay easier, warn you about every big surprise and mechanic, and try to give you optimal strategies for success. I actually feel that Alter Aeon does this for a large part of its early game, really hand-holds newbies by making the first eighteen levels or so ridiculously easy, and then just sort of yanks the security blanket. Other games which do this to some extent would include A Hero's Call (which despite nasty exploration issues gives you lots of ways to get unlost, plus gets laughably easy with the right stuff) and Shadow Rine (which can be tricky in some ways but which also ramps up the difficulty so slowly on easier game modes that there's almost no challenge in it). I'm not saying any game which does this is bad; perish the thought. At worst I'm saying that a game has to be careful as to when it lets go of the player and lets them start figuring stuff out on their own. All the games mentioned above hang on a little too long in my opinion, but I'm also a seasoned gamer; some people may want this level of hand-holding, may even need it. Your game is short, compact and lighthearted, and it doesn't need this, so I understand why you don't want to overkill on the side of too much info. Good on you. You can drown your players that way.
So most games will fall into category 2. Yours doesn't. I hope this helps elucidate the point we're trying to make.
Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1