GAME IMPROVEMENT AUDIT · Sugar Drop

A year-old balancing problem found in one audit.

The audit found severe difficulty walls, ranked the levels that needed attention, and gave the team a specific change for each one.

40 days of telemetry across 100 levels.

THE MAIN MOVEMENTS

Before and after, shown side by side.

Attempt-weighted win rate

42.12-point gap
Before44.24%
After86.36% target

Levels audited

Full game
BeforeNot set
After100

Levels at least 20 points below target

Prioritised
BeforeNot set
After54

Lowest win rates found

Three severe walls
BeforeNot set
After1.48%–2.05%

A CLOSER LOOK AT THE DATA

The difficulty curve across all 100 levels.

The full curve revealed repeated difficulty walls across the game.

100-LEVEL DIFFICULTY CURVE

Actual win rate versus target

ActualTarget
0%25%50%75%100%L1L20L40L60L80L100

The orange line shows where each level should be. The blue line shows what players actually faced. It jumps all over the place, and a few levels drop to a 1-2% win rate.

THE NUMBERS BEHIND THE CHART

A sample of the levels the audit flagged

The gap compares the observed win rate with the target for that position in the 100-level curve.

LevelWin rateTargetGap
Level 659.79%96.60%−36.81 points
Level 923.33%95.40%−72.07 points
Level 3816.22%85.20%−68.98 points
Level 474.55%82.80%−78.25 points
Level 881.48%74.40%−72.92 points
Level 901.52%74.00%−72.48 points
Level 942.05%73.20%−71.15 points

Forty days of telemetry from 1 July–10 August 2026 across all 100 levels. The audit used this evidence to set the priority and exact change for each problem level.

01

What was happening

For an early game, the 44.24% win rate was far too low, and the difficulty jumped from level to level. Three late walls had win rates between 1.48% and 2.05%, creating repeated retry points that almost nobody cleared.

02

What the data showed

The audit found 54 levels at least 20 percentage points below their individual targets. Of those, 25 were more than 50 points below target. The repeated spikes across the curve called for a level-by-level plan.

03

What we did

We audited all 100 levels, ranked the worst walls, and wrote what each priority level needed: more moves or time, a layout change, a token-target change, or focused validation before changing anything.

A REAL PART OF THE WORK

Example level instructions

LevelObjective and layout instructionMovesToken 2Token 3Validation
Level 68 wrappers; open the corner and centre routes25 → 291,6502,200High-priority playtest, win rate, and moves left
Level 97 wrappers; open the lower section and objective routes20 → 251,5752,100Critical playtest, failures, and objective progress
Level 1010 wrappers; reposition awkward objectives and protect refill paths18 → 211,2501,850High-priority playtest, win rate, and token attainment

TALK THROUGH THE GAME

Show us what is not working.

Book a call if you want to talk it through, or send the problem and the available data in an enquiry.