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Case study 01Player Experience / Data-Driven Design

Improving FTUE & Player Retention Through Data-Driven Design

Identifying premature stopping points in Lucky Clash's onboarding, iterating on the early-game experience, and redesigning the transition into its core gameplay.

Earlier Tested VersionsHistorical experiments, not the cinematic redesign

  • 49% → 68% Vertical-slice completion +19 percentage points
  • +32% Day-1 retention Relative improvement
  • ~12 FTUE market-test iterations
Project
Lucky Clash · Mobile asynchronous PvP auto-battler · Android / Unity / C#
My role
Co-Founder & Sole Game Designer, From Beyond Game Studio. Responsible for designing and implementing gameplay and onboarding systems, evaluating the progression funnel, forming design hypotheses, and driving iteration.
Status
Earlier FTUE outcomes measured; cinematic redesign in development and not yet tested
Reading time
≈ 5 minutes
01

The Challenge: Players Were Leaving Before Reaching the Core Game

Lucky Clash combines grid-based creature combat, strategic team composition, collection, and asynchronous PvP. In an earlier version, the first-time experience consisted of five separate introductory stages, each followed by a victory screen and a loading transition back to the main menu.

The intended purpose of these stages was to teach the fundamentals before players entered the main competitive loop. For our vertical-slice tests, we defined completion as reaching and playing the first PvP match—not finishing the fifth introductory stage.

The design challenge was straightforward: how could we help more new players experience the core game before deciding whether to continue?

02

Finding the Friction in the Progression Funnel

August 2026 diagnostic

In an August 2026 Android market test in the Philippines, we analyzed the first-session progression of 916 first-time players. Of those players, 810 (88.4%) reached the initial gameplay milestone, while 533 (58.2%) reached their first PvP match—the completion milestone for that particular build.

The losses were cumulative across the introductory journey. However, the most useful finding emerged when I compared transitions between activities with progression during combat.

For example, 789 players reached the fifth wave of Stage 1, but only 750 reached its reward-claim event, a 4.9% loss at that transition. By contrast, Stage 3 progressed from 625 players at the stage start to 617 at its fifth wave, a loss of only 1.3% across that combat segment. Several other notable drop-offs occurred near level-completion, reward, and return-to-menu transitions.

August 2026 · Android · Philippines

First-session progression funnel

Share of 916 first-time openers reaching each milestone

Funnel of 916 first-time openers: First App Open 916 (100%); First Gameplay (Stage 1, Wave 2) 810 (88.4%); Stage 1 Reward Claim 750 (81.9%); Stage 2 Start 701 (76.5%); Stage 3 Start 625 (68.2%); Stage 4 Start 590 (64.4%); Stage 5 Start 556 (60.7%); First PvP Match 533 (58.2%). Stage 1 wave 5 to reward claim went from 789 to 750, a 4.9% loss at that transition.

View data table
First-session progression funnel data
MilestonePlayers% of 916 openers
First App Open916100.0%
First Gameplay (Stage 1, Wave 2)81088.4%
Stage 1 Reward Claim75081.9%
Stage 2 Start70176.5%
Stage 3 Start62568.2%
Stage 4 Start59064.4%
Stage 5 Start55660.7%
First PvP Match53358.2%
Transition: Stage 1 wave 5 → Stage 1 rewards789 → 7504.9% step loss
Base = 916 first-time openers (100%). Bars show the cumulative share of openers reaching each milestone, not step-to-step conversion; the 4.9% figure is relative to the 789 players at that transition. “First Gameplay” is the Stage 1, Wave 2 event. Losses had several possible causes and are not all attributed to victory screens.
03

The Design Hypothesis: Premature Sense of Completion

Reviewing the flow revealed a recurring pattern: several high-friction transitions coincided with “Level Complete” screens, which offered a single button followed by loading and a return to the main menu.

My hypothesis was that the game signaled completion too early. Players had won a battle, but had not yet experienced the depth of the game. For users who were still deciding whether the experience was worth their time, a prominent victory message and a return to the menu could feel like a natural point to stop.

The game was signaling completion before players reached its core loop.

This was not simply a question of making early battles easier. It was a problem of pacing, continuity, and motivation: the FTUE needed to build anticipation for what came next rather than repeatedly suggesting that the experience had already ended.

I also avoided treating every drop-off as the same problem. Our acquisition analysis suggested that some losses between tapping Start and entering the first combat wave reflected poorly matched traffic and/or device-performance limitations. Later PvP abandonment was also assessed separately: that test build lacked a developed ranking and PvP reward structure, limiting reasons to continue after several matches. These were working explanations, not causal conclusions drawn from the funnel alone.

Older build

The old “Level Complete” screen

  1. 1A single continue action after each victory.
  2. 2Followed by loading and a return to the main menu before the next stage.

Design-flow reconstruction

From menu interruptions to a continuous flow

Before · five separate introductory stages

  1. Complete stage
  2. Level Complete
  3. Loading
  4. Main menu
  5. Next stage

Repeated after each of the five stages. Highlighted steps signal closure and interrupt the flow.

Redesign · five continuous chapters In Development · Not Yet Tested

  1. Story / dialogue
  2. Interactive combat
  3. Cinematic transition
  4. Next chapter

Dialogue, cutscenes and contextual tutorials connect one chapter to the next.

Design-flow reconstruction, not live behavioral evidence.
04

Earlier Iterations and Measured Outcomes

Earlier Tested Versions

Across approximately 12 FTUE experiments, I explored changes to onboarding, the volume and timing of early rewards, the duration of the first three stages, storytelling, and the game's presentation. I used progression funnels, player behavior, and retention data to evaluate these successive versions.

Across the earlier tested versions, vertical-slice completion rose from 49% to 68% (+19 percentage points), and Day-1 retention improved by 32% relative. These were encouraging results from a broader sequence of iterations; they should not be attributed to a single screen change or feature without a controlled comparison.

Importantly, those improvements are separate from the August 2026 diagnostic funnel described above and do not measure the new cinematic onboarding, which is still in development.

Earlier tested versions

Vertical-slice completion across earlier FTUE test versions

Completion = reaching and playing the first PvP match

+32%

Day-1 retention

Relative improvement — not percentage points, and not on the same axis as the completion bars.

Vertical-slice completion across earlier FTUE test versions rose from 49% to 68%, an increase of 19 percentage points. Separately, Day-1 retention improved by 32% in relative terms.

View data table
Historical FTUE outcomes
MetricValue
Vertical-slice completion, baseline49%
Vertical-slice completion, later tested version68%
Change+19 percentage points
Day-1 retention+32% relative
FTUE market-test iterations~12
Earlier FTUE test iterations; not a result of the untested cinematic redesign. A separate comparison from the August 2026 diagnostic funnel.
05

Redesigning the Experience: Five Continuous Chapters

In Development · Not Yet Tested

The funnel diagnosis informed a more ambitious next step: replacing the five separately completed levels with a continuous cinematic and interactive onboarding experience. Rather than using a victory screen and explicit return-to-menu flow at the end of every stage, the new structure uses dialogue, cutscenes, contextual tutorials, and increasingly complex battles to connect one chapter to the next.

Each short chapter teaches a new layer of gameplay while creating a reason to continue:

Chapter 1 — Core Actions & Collection. Players learn to position creatures on the grid, start battles, and unlock creatures using the gacha system.

Chapter 2 — Merging & Boss Encounters. Players learn to merge creatures, face a boss encounter, and receive an Epic creature as a reward.

Chapter 3 — Challenge, Recovery & Character Growth. Ranged enemies introduce new threats. Players encounter health loss and the comeback system, then learn leveling, character evolution, and a second character summon.

Chapter 4 — Complete Team & Power Fantasy. Players fight alongside a pre-positioned Mythic creature, experience a more complete combat scenario, and earn that creature to complete their first five-character team.

Chapter 5 — Transition Into the Meta Game. A final boss encounter, Mythic summoning, and reconstruction of the village center introduce building progression. The chapter opens the broader interface, including PvP, PvE, missions, shop, and battle passes.

Finishing Chapter 5 does not unlock all content. It gives players freedom to prioritize PvP or PvE, while guide missions provide continued direction. Village expansion and subsequent progression introduce further features such as events, idle resource collection, expeditions, village defense, additional Mythic creatures, and themed PvE paths.

Design diagram

Five-chapter onboarding roadmap

In Development · Not Yet Tested
  1. Ch 1

    Core Actions & Collection

    Position creatures on the grid, start battles and unlock creatures with the gacha system.

    RewardCreatures unlocked via gacha

  2. Ch 2

    Merging & Boss Encounters

    Merge creatures and face a first boss encounter.

    RewardEpic creature

  3. Ch 3

    Challenge, Recovery & Character Growth

    Ranged enemies, health loss and the comeback system, then leveling and evolution.

    RewardSecond character summon

  4. Ch 4

    Complete Team & Power Fantasy

    Fight alongside a pre-positioned Mythic creature in a more complete combat scenario.

    RewardMythic creature → first five-character team

  5. Ch 5

    Transition Into the Meta Game

    A final boss, Mythic summoning and rebuilding the village center introduce building progression.

    RewardBroader interface opens: PvP, PvE, missions, shop, battle passes

ThenPlayer agency: PvP or PvEGuide missions keep providing direction.
Over timeOngoing meta unlocksEvents, idle resource collection, expeditions, village defense, more Mythic creatures, themed PvE paths.
Design structure of the in-development cinematic onboarding. Finishing Chapter 5 does not unlock all content; further systems unlock progressively. Not evidence of measured performance.
06

Design Principles and What Comes Next

In Development · Not Yet Tested

The redesigned FTUE follows three principles: progressive complexity (teach mechanics in context), continuous motivation (replace premature closure with meaningful next steps), and guided autonomy (give players freedom after they understand the foundations, with optional progression guidance).

The cinematic version remains in development and has not yet been market-tested. Its effectiveness will be assessed through chapter-by-chapter completion, transition drop-offs, time to core gameplay, first PvP/PvE participation, mission engagement, and D1 retention. These are planned validation measures, not results.

Key learning: Onboarding is not only about explaining controls. The sequence of rewards, transitions, and moments of closure shapes whether players perceive the experience as something worth continuing. Funnel analysis helped me turn that insight into testable design directions—and into a more cohesive introduction to Lucky Clash.