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Guide to optimising with Level Analytics + A/B Tests
Guide to optimising with Level Analytics + A/B Tests
Updated over a month ago

At a glance: Combine Level Analytics with A/B tests to execute on strategies that aim to improve your game engagement.

After analysing data to understand the user behavior and some key problems with the level design, it’s time to turn it into action with A/B test, allowing you to make changes and validate your hypothesis with ease. Level engagement will be the key success factor for your game.


Use case 1: Custom difficulty level to improve retention

Step 1: identify levels that have low Retention Rate and high Abandonment Rate

In this example: Level 3 has some trouble where we can see a sharp drop of Retention Rate.

Step 2: Zoom in on Number of fail at this level

Focus on Level 3, we can group "Users per No. of Fails" and see that users are trying multiple times but still not passing game level 3, indicating that the motivation is high but somehow it’s too difficult to complete.

Looking into the "Level Fails" reasons, the majority of level fails was due to a lack of space, where they still had plenty of time to play the game.

Step 3: Take action with level difficulty A/B Test

Set up the A/B test on the Level 3 with the following:

Hypothesis:

If a user can pass level 3, then they can continue to play our game and increase its LTV.

Key Metric:

Retention and abandonment rate at latter level (level 10).

Supporting Metric:

Engagement and time to retry

How:

  • Set up audience for A/B test: Only those who finished Level 2

  • Set up the A/B Test on Firebase

    • Control: Keep the same board

    • Variant: Make the board bigger, or give the board more space

  • Leverage A/B test tool from Cost Center to validate result


Use case 2: Custom Monetisation strategy with IAA and IAP

Step 1: Find the opportunity for a highly engaged level

Level 19 has strong average level start per user, indicating strong motivation of users of accomplishing this challenge

Step 2: Zoom in to the User fail data

Using the number of failed dashboards for level 19, we can conclude that user are keen to get over this level to continue playing the game, however they cannot do it successfully.

Step 3: Understand the monetisation strategy at this level

Force ads (Interstitial, collapsible banner, banner ads,...) are still dominant for level 19, related to the times users spend in the game and their retry number.

However, the contribution of Rewarded videos is low, indicating the opportunity for us to show relevant offer supporting users get over the challenge

Regarding the IAP, we can see the missed opportunities at level 19 where there are no IAP happening.

Step 4: Find insight to show relevant offer

“Out of Space” is still the biggest reason for failure, however we can see bigger share of “Out of Time”, indicating new challenge that users are not familiar with before

Step 5: Set up the A/B test to maximise revenue at level 19

Set up the A/B test on the level 19 with the following:

Hypothesis

Bby offering more relevant offers via Rewarded Video and IAP, we can increase the LTV of users.

Key Metric

LTV of rewarded video and IAP

Supporting Metric

engagement and time to retry

How

  • Set up audience for A/B test: Only for those who started Level 19

  • Set up the A/B Test on Firebase

    • Control: Keep the monetisation as now

    • Variant 1: Reduce Force Ads frequency after 3rd retry and increase IAP & Rewarded video offer

      • View Rewarded video get 1 booster

      • Purchase IAP to get 10 boosters

  • Leverage A/B test tool from Cost Center to validate results

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