Case study 01Player Experience / FTUE Design / Funnel Analysis
Rethinking Lucky Clash's Onboarding: From Premature Closure to Continuous Progression
How an early-game progression funnel revealed interruptions between stages—and informed a new cinematic, interactive FTUE.
Design status: In Development · Not Yet TestedFunnel figures describe the August 2026 diagnostic, not a redesign result
- 916 First-time players in the August 2026 diagnostic cohort Sample context
- 58.2% Completed all PvE stages in that build 533 of 916 · measured by reaching the first PvP match
- 5 chapters Proposed continuous onboarding replacing five separated stages In development, not a measured improvement
Real Lucky Clash gameplay image: a clean combat composition with the grid and creatures
16:9 · Media/cases/01/hero-gameplay.webpThe Challenge: Players Stopped Before Reaching the Main Experience
Lucky Clash combines grid-based creature combat, character collection, team-building, PvE, and PvP. In the test build, new players progressed through five separate introductory PvE stages before reaching the PvP experience. Each completed stage was followed by a “Level Complete” screen, a single confirmation button, a loading transition, and a return to the main menu.
The stages taught mechanics, but their presentation raised a design question: was the onboarding giving players a reason to continue—or signaling that they had already finished?
For this test, a player was considered to have completed the intended vertical slice once they played at least one PvP match. Reaching the end of an introductory PvE stage alone did not constitute completion.
Finding Where Players Dropped Out
I examined an August 2026 Android market-test funnel from a build using our redesigned core gameplay, containing 916 first-time players in the Philippines. This diagnostic was conducted after the core exploration and redesign discussed in Case 2, and before the new cinematic onboarding. The funnel shows 836 players (91.3%) entering the first combat wave and 533 players (58.2%) completing all PvE stages (operationally measured by reaching the first PvP match in that build).
The key insight came from looking beyond cumulative losses and comparing transitions between stages with combat within each stage. The chart tracks the beginning and final combat wave of each PvE stage, so every drop can be read either as a loss during combat or as a loss between one stage's Level Complete Screen and the start of the next.
In every PvE stage, more players left after the Level Complete Screen than during that stage's combat. Between Stage 1 and Stage 2, the funnel fell from 789 to 701 players (11.2%), while Stage 1 combat itself lost 5.6% (836 to 789). Between Stage 2 and Stage 3, it fell from 674 to 625 (7.3%), compared with 3.9% during Stage 2 combat. By Stage 3, combat lost only 1.3% (625 to 617), but the following transition still lost 4.4% (617 to 590). The first transition shows where the losses began: 789 players reached the final combat wave, but only 750 collected the stage rewards afterward—a 4.9% loss between these two tracked events—and only 701 started Stage 2.
These patterns did not prove that a victory screen caused each departure. They did, however, identify a recurring UX decision worth redesigning: the moment the game interrupted the player's momentum and presented an apparent endpoint.
August 2026 · Android · Philippines · New-core build
First-session progression funnel
Share of 916 first-time openers reaching each milestone
View data table
| Milestone | Players | % of 916 openers | Lost vs. previous | Loss type |
|---|---|---|---|---|
| App Started | 916 | 100.0% | — | — |
| Beginning of PvE Stage 1 | 836 | 91.3% | −80 (−8.7%) | Other |
| Level Complete Screen (Stage 1) | 789 | 86.1% | −47 (−5.6%) | During stage combat |
| Beginning of PvE Stage 2 | 701 | 76.5% | −88 (−11.2%) | After Level Complete Screen |
| Level Complete Screen (Stage 2) | 674 | 73.6% | −27 (−3.9%) | During stage combat |
| Beginning of PvE Stage 3 | 625 | 68.2% | −49 (−7.3%) | After Level Complete Screen |
| Level Complete Screen (Stage 3) | 617 | 67.4% | −8 (−1.3%) | During stage combat |
| Beginning of PvE Stage 4 | 590 | 64.4% | −27 (−4.4%) | After Level Complete Screen |
| Level Complete Screen (Stage 4) | 580 | 63.3% | −10 (−1.7%) | During stage combat |
| Beginning of PvE Stage 5 | 556 | 60.7% | −24 (−4.1%) | After Level Complete Screen |
| Level Complete Screen (Stage 5) | 552 | 60.3% | −4 (−0.7%) | During stage combat |
| Completed All PvE Stages / First PvP Match | 533 | 58.2% | −19 (−3.4%) | After Level Complete Screen |
| Second PvP Match | 521 | 56.9% | −12 (−2.3%) | Other |
| Third PvP Match | 501 | 54.7% | −20 (−3.8%) | Other |
| Fourth PvP Match | 476 | 52.0% | −25 (−5.0%) | Other |
The Diagnosis: A Premature Sense of Completion
The original “Level Complete” screen communicated that players had achieved something, but also introduced a strong stopping cue. The only way forward was to tap a button, watch a loading transition, return to the main menu, and actively decide to start another stage.
My design hypothesis was that this experience created closure too early. Players who were not yet engaged enough to seek out the next stage could interpret a victory screen and menu return as the end of what the game had to offer—even though the fuller experience began after the introductory sequence.
The game was signaling completion before players reached its core loop.
This was a problem of perceived progress, continuity, and motivation, not simply stage difficulty. Instead of repeatedly ending the experience, onboarding needed to create anticipation for the next mechanic, encounter, and reward.
I also separated this diagnosis from two other patterns:
- The loss between tapping Start and entering the first combat wave was associated in our campaign analysis with poor audience fit and/or device-performance issues. I did not treat it as evidence that the combat UX itself was the principal cause.
- The drop between the Third PvP Match and the Fourth PvP Match happened in a test build with no developed PvP ranking or reward progression. The lack of further goals was a plausible contributing factor, but not an FTUE completion failure, since these players had already completed the PvE onboarding and begun playing PvP.
These are design and product interpretations supported by project context; the funnel alone does not establish causation.
Authentic screenshot of the old “Level Complete” screen (older build)
9:16 · Media/cases/01/old-level-complete.webpOlder build
The old “Level Complete” screen
- 1
Completion cue: a victory message with a single confirmation button.
- 2
Return-to-menu interruption: loading, then the main menu, before the player chooses to start another stage.
Design comparison
Replacing interruptions with continuity
Before · five separate introductory stages
- Complete PvE stage
- Level Complete
- Load
- Main menu
- Start 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
- Story / dialogue
- Combat / tutorial
- Cinematic transition
- Next chapter
Dialogue, cutscenes and contextual tutorials connect one chapter to the next.
The Solution: Five Short, Connected Chapters
I began replacing the five independent stages with a cinematic, interactive onboarding where the story and combat advance together. Dialogue and cutscenes connect tutorial moments and encounters, replacing repeated victory-screen and explicit loading-to-menu interruptions.
The purpose is not to teach everything immediately. Each chapter introduces a small set of mechanics, increases combat complexity, and offers a meaningful progression milestone.
Chapter 1 — Core Combat & Collection. Position creatures on the grid, start a battle, and learn how to obtain new creatures through gacha.
Chapter 2 — Merge & Boss Encounter. Learn to merge creatures, face a boss, and receive an Epic creature as a reward.
Chapter 3 — Defeat, Recovery & Character Growth. Face ranged enemies and learn the health-loss and comeback systems. Then discover character leveling and evolution, earn another summoning currency, and use it for a second gacha summon.
Chapter 4 — Team Composition & Mythic Reward. Play a complete encounter with a pre-positioned Mythic creature assisting the player. After the battle, receive that creature and complete the first five-creature team.
Chapter 5 — Transition Into the Meta Game. Complete a full battle, perform a Mythic summon, defeat a final boss, and rebuild the village center, introducing building upgrades. Unlock the wider interface—including PvP, PvE, guide and daily missions, shop, and battle passes—and begin choosing what to pursue next.
After Chapter 5, the entire game is not unlocked all at once. Players gain freedom to focus on PvP or PvE, while progression-guide missions provide direction. Over time, village expansion opens additional buildings and features such as events, idle resource production, idle expeditions, village defense, more Mythic creatures, and new themed PvE paths with distinct rewards.
Design diagram
Five-chapter onboarding roadmap
In Development · Not Yet Tested-
Ch 1
Core Combat & Collection
Position creatures on the grid, start a battle and learn how to obtain new creatures through gacha.
RewardNew creatures through gacha
-
Ch 2
Merge & Boss Encounter
Learn to merge creatures and face a boss.
RewardEpic creature
-
Ch 3
Defeat, Recovery & Character Growth
Face ranged enemies, learn health loss and comeback, then character leveling and evolution.
RewardSummoning currency → second gacha summon
-
Ch 4
Team Composition & Mythic Reward
Play a complete encounter with a pre-positioned Mythic creature assisting the player.
RewardMythic creature → first five-creature team
-
Ch 5
Transition Into the Meta Game
Full battle, Mythic summon, final boss, and rebuilding the village center to introduce building upgrades.
RewardWider interface: PvP, PvE, guide & daily missions, shop, battle passes
After Chapter 5
In Development · Not Yet Tested Cinematic onboarding chapters
Chapter 1 — Core actions: positioning creatures on the grid
9:16 · Media/cases/01/chapter-01-core.webpChapter 2 — Merging and the first boss encounter
9:16 · Media/cases/01/chapter-02-merge.webpChapter 3 — Leveling and character evolution
9:16 · Media/cases/01/chapter-03-progression.webpChapter 4 — Fighting alongside a Mythic ally
9:16 · Media/cases/01/chapter-04-mythic.webpChapter 5 — Rebuilding the village center
9:16 · Media/cases/01/chapter-05-village.webpWhy This Design, and How I Will Evaluate It
The redesign is guided by three principles:
Continuity before closure. Reduce interruption-heavy transitions until players have had a chance to discover the game's broader loop.
Learn by doing. Introduce combat, merging, recovery, character growth, and collection in the context of increasingly complex encounters.
Guided autonomy. Move from a structured introduction to player-driven PvP/PvE progression, with guide missions supporting—but not replacing—choice.
The new onboarding is still in development and has not been tested. I plan to evaluate its effectiveness using chapter-entry and chapter-completion funnels, transition-level abandonment, onboarding completion, time to first PvP/PvE participation, guide-mission engagement, and D1 retention. These are validation objectives, not achieved results.
Key learning: Funnel analysis did more than identify where players left; it helped expose where the game's presentation of progress might have been working against the player's motivation. The redesign is a hypothesis-driven response to that finding, awaiting real-world validation.