Do players come back after running out of lives, or is the wait where they quit?
A waiting timer after the last life is a hard moment in a casual game. To judge it you must count who returned, but also be careful about people whose follow-up time has not run out yet. This entry shows the group you may and may not count.
Why this works
Someone who stopped playing an hour ago has not yet had the chance to come back, so counting them as lost makes the newest data look worst. Only people watched for the whole window can fairly be judged, and a comparison group shows what any exit looks like.
When not to use it
It cannot tell you why people stay away, and it is useless on a brand-new game with only days of data, where hardly anyone has been watched long enough. Ask returning and non-returning players directly, or test a shorter wait on a small group.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Do players come back after running out of lives, or is the wait where they quit?" (read_entry casual-out-of-lives-return-rate-censored) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP