PROGRESSION, DIFFICULTY & RETENTION
We find where players get stuck, then show your team what to change.
Players might be leaving because a level is too hard, the rewards do not feel worth it, or the game takes too long to get going. We look at the game and its data, find the problem, and give your team specific changes to make.
A few results from our work.
Are players getting stuck before they reach the best parts?
- Players quit before they reach the parts of the game you want them to see.
- Some levels feel like sudden walls, while others are too easy to hold attention.
- The win rate looks fine, but players are not making progress or earning the rewards you expected.
- You can see something is wrong, but you need to know exactly where to start.
We’ll point to the levels or systems that need a change.
- We look at how far players get, where they fail or quit, and what rewards they earn.
- We play the game too, so we can see whether the issue is the layout, the goal, the moves, the timer, or something else.
- Then we tell your team which levels or systems to change and what to check after release.
See what we changed in games like yours.
See the results and examples of the recommendations behind them.
| Game | What we measured | Result | View example |
|---|---|---|---|
| Live Tile Match Game | Reach to Level 20 | +29% | |
| Match 3 Puzzle Game | Reach to Level 10 | +55% | |
| Block Puzzle Game | Reach to Level 20 | +29.3% | |
| 100-Level Match 3 Puzzle Game | given specific recommendations | 54 levels |
Showing Live Tile Match Game.
RESULTS
Live Tile Match Game
Difficulty spikes and poorly matched token targets were holding back progression.
Player reach before and after balancing
Each line compares a level with the Level 1 count from that same period.
What we did
- Reviewed all 100 levels to find the difficulty spikes.
- Specified time limits and token targets for the levels that needed work.
- Set checks for completion, time left, rewards, and replay after release.
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.
| Level | Objective total | Time limit | Token 2 | Token 3 | Check after release |
|---|---|---|---|---|---|
| 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 |
Start with a Game Improvement Audit.
We'll review the game, find what is getting in the way, and give your team specific changes to make.
$900–$1,800 1–2 weeks
Questions about working together.
What if the game is not level-based?
We follow the player journey instead of a level curve. That can mean sessions, rounds, runs, matches, missions, quests, economy states, feature use, or another progression unit that fits the game.
Do we need complete telemetry?
No. We can start with the build and the evidence you have. If the current data cannot answer the important question, we specify what the game should track next.
Will you tell our developers exactly what to change?
Yes. We name the affected level, system, feature, or player moment, the proposed values or behaviour, the priority, and the checks needed after release.