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 pointsLoss rate
-7.85 pointsToken 3
+10.74 pointsReach to Level 20
+29%THE FULL PROGRESSION
How player reach changed across the game.
This chart compares player reach before and after the changes.
Player reach before and after balancing
Each line compares a level with the Level 1 count from that same period.
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
| Level | Before reach | After reach | Change |
|---|---|---|---|
| Level 1 | 100% | 100% | Starting base |
| Level 5 | 40.43% | 48.26% | +19.4% |
| Level 10 | 20.74% | 25.10% | +21.0% |
| Level 20 | 9.31% | 11.97% | +28.6% |
| Level 40 | 2.66% | 5.02% | +88.7% |
| Level 100 | 1.86% | 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.
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.
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.
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
| Level | Objective total | Time limit | Token 2 | Token 3 | Check after release |
|---|---|---|---|---|---|
| Level 2 | 42 | 70s → 85s | 60% of total | 85% of total | Win rate, time left, and timeout pressure |
| Level 10 | 93 | 100s → 110s | 50% of total | 70% of total | Win rate, time left, and replay after a win |
| Level 20 | 90 | 80s → 85s | 65% of total | 90% of total | Completion, token attainment, and Level 21 reach |
| Level 38 | 105 | 90s → 100s | 50% of total | 75% of total | Win rate, failure pressure, and time left |