Ok, thank you Johanna and Raphael! This is the question list that I'm
sending to the Dungeon Olms. I took all the suggestions, and tried to
rephrase the lesson pacing questions by being more specific. :) I
added questions about lesson length, if they started to feel like
playing properly already in the middle of the tutorial, and if they
ever felt bored. (Wanting to start playing is ok btw - in a normal
situation, a player could choose to play say the first three tutorials
and then just dive in. I'm interested to see if our testers felt they
were ready before completing all the lessons.)

* Is the amount of text digestable - does the player read everything painlessly?
* Is the context of the information correct - does the player feel
like the information is relevant?
* Were the controls intuitive and easy enough to pick up?
* Were there problems in learning and/or remembering the commands?
* Was the information text easy to understand?
* Was there any situation where the tester didn't know what to do next?
* Were the recaps after lessons useful?
* Was the length of each separate lesson ok? Or did they feel too long
or too short?
* Was there a point in the middle of the testing session, where the
tester would have liked to begin playing the actual game (at the end
of testing, after a specific lesson, or in the middle of one)?
* Was the tester ever bored by the tutorial?
* Did the tester have the opportunity to try out the skills you learned?
* If the tester ever had or wanted to replay part of a lesson, did it
take them long to reach their previous point?
* Did the tester primarily used the mouse or the keyboard? What tasks
made the tester switch control and why?
* Did the tester find the levels visually pleasing and interesting?

I can't wait either. :)

cheers,
--Eino

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