The difference between the attracting and repelling surfaces is not easy to identify at a glance, you could try to make it more obvious.
Yeah, it's super crappy, near the top of my list to do a better version of.
I'd actually like to ask you if they're really needed for your game. What playing Portal with comments on taught me was that it is really difficult to make Portals work in the players' heads.
The player doesn't actually need to understand that they're portals... the game isn't about solving problems using them. They're just quick and uncomplicated ways to get from one point to another, and see where you're going before doing that.
I'm missing a cue that indicates that a tutorial segment has already been cleared, like above the portal leading to it or something. I entered the same segment twice because I couldn't tell.
Good catch, I'll do something to make that clear.
You failed to explain the different kinds of transparent surfaces. At one point there is one kind of surface that you can shoot through, but can't cross yourself; if it looked like, say, a net, it might be more self-explanatory.
There is a difference in the pattern on the two types of "glass", but it's somewhat abstract (the shoot-through-able pattern has large circles cut out of it).
May I suggest that, instead of big cubes delimiting where you get a message, you just use an area in the ground? I find the whitened-out vision I get while I'm inside of them to be very annoying, for some reason. It's like having dirty glasses--I just feel the need to get it out of in front of my eyes.
That's a great idea actually. I'm totally going to do that.
Ah, don't mind me too much, you're doing a great job, I'm really liking it so far. To your credit, I'm not an FPS player, and I got through the tutorial effortlessly (though I did play through Portal recently). Keep it up!
Thanks for the feedback! Good to hear you didn't have much trouble, that's exactly the tutorial's intent.