the optimal solution would be to have several different levels of hand-holding, and have the game itself intelligently figure out how experienced the player is, adapting the tutorial to the player in real-time. if the player seems to figure most things out without guidance, the game would simply stop giving guidance
tbh, I hate this. I always play the tutorial at the most basic setting, just because I don't feel like it's worth saving 30 mins on a very important hot key that everyone else knows because they play the tutorial.
So, I think it's best to just have something where everyone starts with the same informational disadvantage, though you probably do have to cater for the people who've never touched the genre. Though on the other hand, people who bother to actually search up an indie game instead of a popular mainstream game already have a good grasp of the genre.
I'd say the best level of hand holding would be something which gauges your skill on level 0. Like if you have problems scrolling the page, then the game drops hints on how to scroll (instead of wasting 20 seconds of your life telling you to try scrolling the page). If you can't figure how to pull the trigger, then a little pop up tells you to click to shoot.
If you can eat food to heal, the game throws you to a firefight, where you
will get wounded, then someone will offer you a free sandwich and tell you to pick it up. None of that annoying stuff where the game freezes until pick up the food and eat it.
An RPG making guy once brought up the problem with difficulty curves. Most people save potions and expendables for boss battles. But there will always be people who used up all their potions in minor battles, making the boss battles impossible for their spoiled ass. And there will be people who hoard 999 potions, and would spend an extra 3 hours against the bosses because they refuse to use potions or forgot they had any. And there are those who don't even want to go through this potion dilemma and try to find cheats.
It's harder, but I'm of the thought that you should just try and cater for all these playing styles, perhaps rewarding the harder forms of play compared to others.