RESULTS · Live Tile Match Game

Level 20 reach was 29% higher in the later period.

A few levels were stopping players for no good reason. After balancing, Level 20 reach was higher relative to the Level 1 base, the win rate improved, and Token 3 attainment rose.

Two 30-day telemetry periods compared.

THE MAIN MOVEMENTS

Before and after, shown side by side.

Win rate

+9.35 points
Before76.04%
After85.39%

Loss rate

-7.85 points
Before22.28%
After14.43%

Token 3

+10.74 points
Before38.49%
After49.23%

THE FULL PROGRESSION

How player reach changed across the game.

This chart compares player reach before and after the changes.

PLAYER REACH · LEVEL 1–100

Player reach before and after balancing

Each line compares a level with the Level 1 count from that same period.

Before balancingAfter balancing
LATER-LEVEL TREND100%50%20%10%5%2%1%L1L20L40L60L80L100

Level 20 reach was 29% higher in the later period. The later period stayed above the earlier period through most of the game.

THE NUMBERS BEHIND THE CHART

Reach at selected checkpoints

Each level is compared with the Level 1 count from its own reporting period.

Show checkpoint data
LevelBefore reachAfter reachChange
Level 1100%100%Starting base
Level 540.43%48.26%+19.4%
Level 1020.74%25.10%+21.0%
Level 209.31%11.97%+28.6%
Level 402.66%5.02%+88.7%
Level 1001.86%2.32%+24.7%

Two 30-day telemetry periods: 16 May–16 June and 16 June–16 July 2026. Reach compares each level with the Level 1 count from the same period.

01

What was happening

Some levels were losing players too often, while the token targets did not match the kind of clear we wanted to reward. We checked how comfortably players cleared, how often they earned Token 3, whether they played again, and how far they progressed.

02

What the data showed

The later period had a higher win rate and lower loss rate. More players earned Token 2 and Token 3, replay after a win rose by 5.28 points, and Level 20 reach moved from 9.3% to 12.0% of that period’s Level 1 count.

03

What we did

We checked all 100 levels, found the walls that needed attention, and specified the difficulty and token-target changes. We also told the team what to measure after release so an increase in easy wins would not be mistaken for better progression.

A REAL PART OF THE WORK

What was delivered

We reviewed all 100 levels and specified the changes needed. The examples below show the exact values and checks we gave the team.

See the recommendations
LevelObjective totalTime limitToken 2Token 3Check after release
Level 24270s → 85s60% of total85% of totalWin rate, time left, and timeout pressure
Level 1093100s → 110s50% of total70% of totalWin rate, time left, and replay after a win
Level 209080s → 85s65% of total90% of totalCompletion, token attainment, and Level 21 reach
Level 3810590s → 100s50% of total75% of totalWin rate, failure pressure, and time left

LET’S TALK ABOUT YOUR GAME

Want us to take a look?

Book a call and tell us a little about the game. We’ll talk through what you’re seeing and whether we can help.