Spielerando

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?

Time to First Fun: How Long Until Your Game Is Good?

Pick the moment your game first pays off, write an event for it and time it. Then look for what stands between the start and that moment, and cut it.

What to Measure in Your Game, and What to Skip

Measure what could change a decision about your game: where players stop, lose, retry or go quiet. Start with five events, each tied to one question.

Where Do Players Quit Your Game? How to Find Out

List the stops a player should pass, count who reached each one and look for the biggest fall. One stop usually loses more people than all the others.

Where Players Die: Read a Death Map

Count deaths on a grid, but rank spots by how many different players died and how many passed through. Raw death counts point at the wrong place.

Which Weapons and Items Do Players Really Use?

Compare how often each option was picked with how often it was on offer. Pick counts settle fast, win rates do not. Low use has three common causes.

Why Players Drop a Quest: Find Out From the Numbers

Count who reaches each quest step and compare that with the quest as written. When players vanish, check that the quest can still be finished at all.

Why Players Quit Your Tutorial, and How to Fix It

Count who finishes each tutorial step and how long they stay on it. A step that loses far more than its neighbours usually teaches something unclear.

Win Rates and Balance: Is It Really Too Strong?

A win rate means something only with its range. Check each side against a target, widen the ranges for the number of sides, and ignore a few games.