The gist of interactive tutorials is:
- Put the player in a situation where they MUST use the thing they're supposed to learn to proceed, and
- Make it OBVIOUS what they're supposed to do
Many metroidvanias will have a non-obvious point of no return when you get a new item, and then the item gives you an ability that lets you bypass it. For instance most Metroid games introduces the Morph Ball by dropping you down a steep wall too high to jump back up, but there's a hole under it which you can pass through once you can turn yourself into a ball.
That's the gist for a single lesson, but it gets more complicated when you have more things to teach.
You need to reinforce the lesson by having the player overcome the obstacle multiple times. (Tons of people miss that point).
Typically, Mario games introduce new obstacles three times with rising difficulty, this is called the "rule of three". For instance you could have the tutorial version, "this is a goomba", then "sometimes the terrain around the goomba is different", followed by "sometimes you need to fight more than one goomba at once", and after
that you get curveballs like "this is a goomba that can jump" or "when you enter this room you get ambushed by a goomba from above, think fast!".
(This template is basically applied to every World 1-1 in the entire franchise, try replaying one of the games and actively look for it!)
Since you need to reinforce lessons, it helps to teach only one thing at a time, or as few as possible at once. Don't teach the player about something 5 hours before they're gonna use it for the first time, only teach stuff the moment they need it. Introducing new things as rewards also makes it more likely the player will mess around with them, this is why basically every metroidvania game frames new gameplay mechanics as a cool upgrade.