Reading the numbers

Play this lesson

Are players staying?

Our two games, Hyper Shards and Garden Defense, are live, and players keep showing up. LiveOps is a loop of plan, build, release, measure and learn. This lesson is the measure part: how is the game really doing, and did our last update help?

We answer with analytics: the game counts events like "level started" or "level finished". It counts what happens in the game, never names, addresses, photos or chats. Games for kids have extra privacy rules, like COPPA in the US (Stage 4 covers it in Keeping player data safe).

Quick check

Which is fine for our game's analytics to collect?

  1. Which level a player quit on
  2. The player's home address
  3. The names in the player's contact list
Show the answer

Which level a player quit on

Knowing where players quit helps us improve the game, and it doesn't say who anyone is. Personal details aren't needed, so we don't collect them.

The big numbers

A group of players who installed on the same day is a cohort. If a cohort of 100 installs on Monday and 30 play again on Tuesday, Day 1 retention is 30%. Stickiness is DAU ÷ MAU: 2,000 ÷ 10,000 = 20%, so a typical monthly player shows up about 6 days a month.

ARPDAU (average revenue per daily active user) is one day's revenue from ads and purchases ÷ that day's DAU. Made-up example: Garden Defense earns $60 on a day with 2,000 DAU, so ARPDAU = $60 ÷ 2,000 = $0.03.

Read the numbers

retention_report.txt
Garden Defense, new players by install day Installed   Played next dayMon  200    50Tue  100    40Wed  400    80

Which install day had the best Day 1 retention?

  1. Monday, because 50 is more than 40
  2. Tuesday, because 40 out of 100 is 40%
  3. Wednesday, because it had the most players
Show the answer

Tuesday, because 40 out of 100 is 40%

Retention compares returning players to the ones who started. Monday is 50 of 200 (25%), Tuesday is 40 of 100 (40%), and Wednesday is 80 of 400 (20%). Bigger counts don't mean better retention.

Where do players quit?

We can count how many players reach each level of Garden Defense. Studios call this a funnel, because it gets narrower as players drop out:

Between level 4 and level 5, 45 of 85 players quit. That is more than half! Maybe a pest is too strong, or the goal is confusing. The numbers tell us where to look. Playtesting tells us why.

Crash reports

When the phone version of Garden Defense crashes, a Firebase tool called Crashlytics (made for Android and Apple apps, not web games) sends a crash report: the device, the version of the game, and a stack trace, the list of functions that were running when it broke, down to the line of code.

Studios watch the crash-free users rate. 99.5% sounds great, but it means 5 in every 1,000 players hit a crash. We fix the crash that hits the most players first. One crash on an old tablet matters less than one hitting thousands of phones.

Quick check

Lots of players quit at level 4. What is the best first step?

  1. Look closely at level 4 and playtest it to find out why
  2. Delete level 4 straight away
  3. Add more ads to level 4
Show the answer

Look closely at level 4 and playtest it to find out why

The numbers show where the problem is. Playing it and watching testers shows why, and then we can fix the real cause.

Change one thing, then measure

Say we slow the level 4 pests, change the map and add a reward, all at once. More players finish! But which change helped? We can't tell.

So we change one thing. Remote Config (a Firebase tool that changes game settings from the cloud, with no new release) gives a random half of players enemy_speed = 2.0, while the other half keep 2.5. Then we compare. This is an A/B test. Good tests split players randomly, use enough players (a few dozen can fool you), and run a full week, because weekend players behave differently.

Quick check

To learn faster, change five things at once and see if the numbers go up.

Show the answer

False

If five things change together, you can't tell which one made the difference. Change one thing, measure, then try the next.

Next: switches in the cloud

Honest numbers tell us where to look. To try a fix on half the players, or switch on an event for everyone, without waiting for a store update, we need Remote Config. That is the next lesson.

Later, in Stage 10, retention also tells us what one player is worth in money: unit economics.

Bolt says: A good rule: if you wouldn't want a game to know it about you, don't collect it about your players.

Fact-checked 9 October 2026