Which story route of my visual novel loses players, if routes differ in length?
A short route and a long route can lose the same share of people while one of them is much harder to stay in. Comparing the plain share of leavers hides this. This entry shows a fairer yardstick for comparing routes and when a route has too little data to judge.
Why this works
A fair comparison needs the same yardstick. A short route and a long one can both lose half their players, but the short one does it much faster. Counting per scene shown tells how hard a route is to stay in, not how long it is.
When not to use it
Wrong when players leave a route because they got what they wanted, as with a short side story, or when a route has too few players. Look at where inside the route they leave, or ask a few of them.
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 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which story route of my visual novel loses players, if routes differ in length?" (read_entry vn-route-quit-per-scene) 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