Game data
Find out where players quit, die and get bored: game analytics for fun and balance, not for revenue, explained in plain words.
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What do you want to understand about your game?
Add Anonymous Game Tracking With AI
Have your AI write a small event log on the player's device, ask the player first, then play one round and compare the log with what you really did.
Compare Two Versions: Is the Difference Real or Luck?
Give each new player a version at random, fix how many you need first, and only then look. Ask how often luck alone would give a gap as big as yours.
Game Economy: Sources, Sinks and What Piles Up
Add up what comes in, what goes out and what piles up, hour by hour. If coins pile up with nothing to buy, add things worth buying before you cut rewards.
How Many Players Do You Need for Game Data?
Five people find problems, about 30 give a rough number, and 100 pin it to about ten points either way. Being twice as exact takes four times the players.
Level Completion Rate: How to Read It
If 41 of 100 players finish a level, the true share is likely 32% to 51%. Split up the 59 who left, because each group needs a different change.
Pacing From Player Data: Find the Boring Bits
Compare how players really spend their time with what you planned, and look for long quiet stretches people leave after. Quiet alone is not a problem.
Playtest With Five People: What You Learn and What Not
Five people watched closely find most big problems, as the same stumbles keep turning up. They cannot give you percentages, so count problems.
Privacy in Game Tracking: Keep It Anonymous
Record what happened, never who played: no accounts, device ids, IP addresses or clock times. Ask first, as anonymous data can still need consent.
Read Playtest Feedback With AI, Without Fooling Yourself
Have your AI sort comments by people, not by volume, quote each one word for word and check claims against what the log shows they really did.
Read Your Game's Difficulty Curve From Player Data
Write down how hard each level should be, then compare it with first-try wins per player. A sudden fall against the level before is what you fix first.
Retry Rate: Do Players Want One More Go?
Retry rate is the share of players who start again after losing. High means one more go, low means they gave up. Read it next to who wins in the end.
Story Choice Stats: Do Your Choices Really Matter?
Count what players chose and which endings they reached, then compare with the story as written. A choice nearly all answer alike is hardly a choice.