Level Churn Diagnosis
Pinpoint sticking-point levels, analyze the churn root cause, and output optimization recommendations, for all level-based progression games.
Conversion funnel
stage to stageLevel Churn Diagnosis is a level-health diagnosis capability in ThinkingAI's industry Skill library. It helps game operations teams identify the sticking-point levels causing user churn, analyze the churn root cause, and provide actionable optimization recommendations, turning "which level is driving users away" from vague intuition into precise data. This is ThinkingAI's decade of industry experience, packaged into ready-to-use Skills.
Live walkthrough
Found it, it's level 25. Your retention drop can basically be explained by this one level.
1. Blocking-point localization
Among new users who churned in the last 30 days, 25.9% last stopped at level 25: the runner-up (level 12) is only 7.3%. This is a classic single-point block, not a global loosening.
2. Behavioral traits of level 25
| Metric | Level 25 | Adjacent levels average |
|---|---|---|
| Clear rate | 42% | 78% |
| Average attempts | 6.8 | 2.1 |
| Next-day return rate after failure | 31% | 67% |
3. Mechanic-level root cause
Comparing level configs reveals: level 25 is a gameplay-mechanic switch point. The first 24 levels are all "timed match", and level 25 switches for the first time to "move-limited". New users hit the rule change with no transition, fail 6–7 times in a row, and quit. This isn't a pure numeric-difficulty problem, it's a design-type block.
The segment results support your second hypothesis: it's mainly a new-user adaptation problem, and the guidance step does have a gap, though the difficulty is also on the high side. Two factors stack:
| Metric | New users | Veterans |
|---|---|---|
| Level 25 clear rate | 35% | 61% |
| Average attempts | 7.4 | 3.2 |
| Move-based tutorial completion rate | 44% | N/A (veterans' version had no such tutorial) |
Two signals: (1) veterans' clear rate is 61%, passable but still below the level average of 78%, which says the level itself is on the hard side; (2) new users' move-tutorial completion is only 44% (other guidance steps are all above 90%), so the tutorial itself is skipped or interrupted, and more than half of new users are brute-forcing it without understanding the new rules.
Optimization recommendations (by priority)
On your data
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The problem
Churn in level-based progression games often concentrates in a few sticking-point levels: 30% of churned users concentrate in 1 or 2 sticking-point levels, whose churn rate can be more than 5x that of normal levels. Operations teams usually only know overall retention is down, not which specific level is driving users away. The traditional approach of checking retention and clear rate level by level means pulling data 30 times for 30 levels, and a full investigation takes 1 to 2 days.
What it does
When to use it
A level-based game (match-3, card, RPG) with declining overall retention that needs the churn sticking point located
Assessing whether a revision improved churn after a level's difficulty was adjusted
A large performance gap between new and existing users on the same level that needs a differentiated difficulty strategy
A clear clear-rate gap between paying and free users that needs the paid-level design assessed
Comparing before-and-after level churn after a major version update or holiday event
In the field
FAQ
Does it only apply to match-3 games?
No. It applies to any game with a level-progression mechanic, such as card stage-clearing, RPG dungeons, SLG city advancement, and runner tracks.
How is churn defined?
The default is 3 days inactive, adjustable by game type: 1 to 2 days for light casual and 5 to 7 days for heavy RPG.
What is the difference between a sticking-point level and funnel churn?
Sticking-point diagnosis focuses on quitting caused by in-level difficulty design, while funnel churn analysis focuses on the conversion rate of the overall flow.
Related Skills
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