We solve
your game
problems.

You cannot grow a game that loses players before they reach its best content.

We find why players leave, where progression breaks, and what your team should change. We handle audits, balancing, telemetry, product decisions, and ongoing LiveOps, then give your team specific changes it can build and measure.

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A game journey from onboarding to endgame, with possible drop-off and pacing problems marked along the way
+29%More players reached Level 20 in a tile match game
+55%More players reached Level 10 in a match 3 puzzle game
+56.2%More players reached Level 10 in a bubble shooter
14.8% → 39.9%Players earned the best reward
2.1% → 1.3%Lower quit rate
54.5% → 62.2%More players replayed after a win

What is hurting the game?

Players leave early

They leave before reaching the content, systems, or offers you built.

Difficulty feels wrong

A few frustrating levels or long easy stretches break the flow.

Progression slows down

The next goal feels too far away, too repetitive, or not worth it.

Rewards feel weak

Players do not have a strong reason to keep going.

Onboarding has too much friction

Players have to understand too much before the game becomes fun.

You see where they leave, but not why

The data shows the drop-off. It does not tell your team what to change.

Why do you even need this?

If players leave quickly, buying more users will not fix the problem.

User acquisition is expensive. If new players leave quickly because they are frustrated or the game is not working for them, the money spent bringing them in is wasted.

Buying more users through ads only pours more players into a leaky bucket. It does not close the leak, so you keep losing money. Fixing the game and its retention helps players stay longer and gives each player a higher LTV.

01

You pay to bring players in

Ads get new players into the game.

02

Some leave before the game clicks

They may quit before they see what makes your game worth playing.

03

They miss what you built

Fewer players reach the later levels, events, and offers.

04

Fewer come back or spend

That leaves less time for players to become regulars or spend in the game.

05

Each player brings in less

The game gets less value from the money you spent acquiring them.

06

You pay to replace them

More of your ad spend goes to replacing players who have already left.

Why the usual approaches fall short

Ads bring players in. Dashboards and playtests show different pieces of what is happening. But someone still has to work out what is causing the drop-off and tell your developers exactly what to change. That is the part we handle.

01

Buying more players

Ads can bring in more people. They do not fix what is making current players leave.

02

Looking at dashboards

You can see where players drop off, but the chart may not tell you what in the game caused it.

03

Playtesting

A test session can show you where someone gets stuck. It cannot tell you how often the same thing happens in the live game.

04

Getting broad advice

Advice like "improve onboarding" or "rebalance progression" still leaves your developers to work out the actual change.

We work out what is causing the problem, tell your team what to change, then check what happened after release.

How we improve it

We get to know the game, find what is going wrong, tell your team exactly what to change, then check whether it worked.

1

Understand

We learn how the game works and what your team wants to improve.

2

Diagnose

We look at the game and its data to find what is causing the problem.

3

Specify

We tell your team what to change and how to check it.

4

Measure

After the change goes live, we look at the results and decide what to do next.

Start with a Game Improvement Audit.

We review one agreed game and one defined problem, journey, system, or level range. We tell you what is happening, why it matters, and what your team should change first.

$900–$1,800 Standard scope1–2 weeks Typical timing

One game. One agreed audit. No long-term engagement is required.

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What we need

  • A public game or playable build
  • The goal and the part of the game in scope
  • Any useful telemetry, level data, reviews, or product notes already available

What you receive

  • Problems ranked by impact and urgency
  • Exact changes for the affected levels, systems, features, or player moments
  • The order to make them in and what to measure afterwards

What happens next

Your team can implement the recommendations. If you want Bilkul to continue, the next step can be a focused sprint, telemetry design, product design, monetization work, or an agreed retainer.

See what your team actually receives

These are examples from previous work. The recommendation identifies the problem, explains why it matters, gives the change, and defines the check after release.

Specific enough for the team to use.

Our analysts have worked as developers, so the recommendation accounts for game state, implementation behaviour, testing, and edge cases.

WhereWhat happenedWhy it mattersExact changeWhat to measure
Level 10Players had too little time, and the reward targets did not match the level.An early wall reduces reach before the wider game has a chance to work.Increase the timer from 100s to 110s. Set Token 2 at 50% and Token 3 at 70% of the objective total.Win rate, time left, token results, and replay after a win
Spin settlementThe template trusted the client with the result and wallet state.A reconnect or repeated request could corrupt the wallet or pay the same result twice.Move the outcome and settlement to the server. If the same spin ID appears again, return the saved result instead of paying twice.Duplicate settlement, reconnect recovery, and wallet state
First releaseSeveral modes were competing for the first build.Building every mode at once would delay the core loop and spread testing across too much scope.Build normal roulette and Golden Spin first. Keep the other modes out of the first release.Core loop completion, return to play, and mode use

A few results we achieved

Take a look at the problem, what we changed, and how the game did afterwards.

Services & pricing

Not sure what is wrong? Start with the Game Improvement Audit. Already know the problem? We can work directly on it.

01

Game Improvement Audit

$900–$1,8001–2 weeks

Find what is hurting the game before committing to a larger fix.

What we do

  • Game and player-journey audit
  • Progression, difficulty, reward, economy, and onboarding diagnosis
  • Ranked problems with specific fixes
  • Measurement plan and decision readout
See what we do 4 items
  • Game and player-journey audit
  • Progression, difficulty, reward, economy, and onboarding diagnosis
  • Ranked problems with specific fixes
  • Measurement plan and decision readout
02

Game Product Design

$3,000–$7,5003–6 weeks

Define one agreed game, major feature, or set of systems before the team starts building it.

What we do

  • One agreed game, major feature, or defined set of systems
  • Screen flow, game states, and player actions
  • Economy and technical rules
  • A clear specification for development and QA
See what we do 4 items
  • One agreed game, major feature, or defined set of systems
  • Screen flow, game states, and player actions
  • Economy and technical rules
  • A clear specification for development and QA
03

Game Telemetry Design

$1,200–$3,0001–2 weeks

Decide what the game should track, why it matters, and how the team will use it.

What we do

  • The questions the data needs to answer
  • Event names, properties, and exact trigger rules
  • KPIs and calculation definitions
  • A telemetry specification developers can implement, with a QA checklist
See what we do 4 items
  • The questions the data needs to answer
  • Event names, properties, and exact trigger rules
  • KPIs and calculation definitions
  • A telemetry specification developers can implement, with a QA checklist
04

Monetization Audit & Strategy

Custom scope2–4 weeks

Find where monetization is creating friction and build a clearer plan for offers, pricing, rewards, and purchase moments.

What we do

  • Player journey and purchase-moment audit
  • Offers, pricing, bundles, currencies, and reward review
  • Specific monetization changes ranked by priority
  • Conversion, retention, and economy measurement plan
See what we do 4 items
  • Player journey and purchase-moment audit
  • Offers, pricing, bundles, currencies, and reward review
  • Specific monetization changes ranked by priority
  • Conversion, retention, and economy measurement plan

Prices are shown in USD and cover standard engagements. Larger games, multi-system product design, portfolio work, and unusually complex scopes are quoted separately.

What we can improve

Why Bilkul

Bilkul (बिल्कुल) means absolutely.

No half-measures. No almost. We are clear about what we know, what still needs testing, and what your team should do next.

Clear communication

The why, the change, and the trade-offs in plain language.

Transparent scope

A defined problem, useful deliverables, and a realistic timeline.

Developer-aware analysis

Recommendations written for the people who must build and test them.

Results, not just suggestions

We specify the change, help validate it, and measure what happened.

Questions before you start

What if we do not have useful telemetry?

We can start with the build, level data, product flow, reviews, and whatever information you already have. If the evidence cannot answer an important question, we tell you exactly what the game should track next.

What access do you need?

A public game or playable build is enough to begin the conversation. Depending on the agreed scope, useful inputs may include level data, telemetry exports, design documents, reviews, release notes, or access to a test environment. We confirm the safe sharing method before receiving private material.

Do you need source code?

Not for a standard audit. We diagnose the player and product problem from the game, available evidence, and agreed supporting material. If a later engagement needs implementation-level access, we define that separately before work begins.

Is an audit limited to one game?

Yes. A standard audit covers one agreed game and the player journey, system, or level range set before the work starts. Portfolio and multi-game work needs a separate scope.

How much of the game do you review?

That depends on the problem. We may review a focused journey, one system, or a complete 100-level curve. We confirm the boundary before the audit begins.

Do you implement the recommendations?

Your developers implement and release the changes. We give them exact recommendations and a measurement plan. In a Game Improvement Sprint, we also help your team test the changes and review the results within the agreed scope.

What if we already know what the problem is?

You may not need a broad audit. We can work directly on the relevant Game Improvement Sprint, Product Design, Telemetry Design, Monetization, or Product and LiveOps engagement.

Can you keep supporting the game afterwards?

Yes. We can continue through a sprint or an agreed Product and LiveOps retainer, depending on how much ongoing analysis, balancing, and release support the game needs.

How do you handle confidential game data?

The public form is only for the first conversation. We agree on a safer sharing method before receiving private builds, dashboards, source files, or player data.

We solve your game problems.

Book a call and tell us what you are seeing. We will find where the game is losing players, what is causing it, and what your team should change.

Book a call

START THE CONVERSATION

Tell us about your game.

Tell us what you want to build or improve, whether you have a live game or are planning a new one.

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