Help with improving player onboarding and UUQPTR

Hey, ive recently released my game (2nd of march) and have been sponsoring the game since. Im getting around 8k home recomendations now but its not really translating to any new players since the chance of them counting as a qualified user is super low.

The average session time is pretty ok, above the 50th percentile and same with retention. So im guessing its an onboarding problem and people dont give the game a chance?

I’m guessing that either:

  • The players skip over the thumbnail cos its not hooking enough
  • They join the game but its not engaging enough
  • The game is too hard to understand so they leave early
  • They die early and end up frustrated and leave

Game Link:

Thumbnails:
image
image

Icon:
image

Funnel Data:

Would love to hear your opinions. Thanks.

Hello! First off, congrats on releasing your game. That’s a super exciting achievement.

Your thumbnail doesn’t look bad at all, but it might be the wrong style to grab player attention. I think it’d be best to go with a bit sharper of a look, but the idea behind the thumbnail doesn’t look problematic to me at all.

I joined your game, and before getting to any gameplay, I noticed a couple of things.

Before getting too in-depth, I felt that it was strange that the lobby music was so chill and relaxed, where the music in-round was very horror-focused. I’d recommend either some more interactive sounds in rounds to promote the scary feel without the horror music, or something a bit more in-character for the lobby.

The most important thing I noticed was how the tutorial felt a bit rushed. I don’t mean that it was low effort, but that the tutorial itself felt like it was jumping around a bit too much. I don’t think that the game itself is too hard to play at all, but the tutorial jumped past putting out candles before I even knew that it was a mechanic. I think it’d be wise to improve the tutorial in two key ways:

A) Make it a bit more interactive. Clicking through arrows isn’t too engaging for players to learn how to play the game, so it may make some click off.
B) Make the tutorial a couple more steps and shrink each step. I didn’t understand how to really play by the time the tutorial was over, and I could piece it together somewhat, but I think that the target audience might be averted to putting extra brain power into learning the game.

Funnel-wise, I’m seeing that the largest drop off is actually before getting into a round. Clearly, somewhere between joining and getting into a round, players lose interest or can’t play (if there’s some kind of glitch with the title screen or something). I’m thinking that maybe the tutorial is deterring people or people don’t want to wait until rounds start.

Additionally, I see that some large player losses happen when the switches spawn and when they are killed. Getting killed is an obvious reason for someone without much pre-existing interest to leave the game. The switch spawning, in my eyes, may actually be tied to the game’s tutorial lacking a bit. I think that players might not know what to do with the switches, so it can become overwhelming, making them feel inclined to leave.

Let me know if you agree or disagree with anything I’ve said here. I am obviously not heavily experienced with the game, but I thought I could share my opinions anyways. Let me know what you think!

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Try showing the killer in the icon, that would grab my attention better. Don’t use a cropped version of an existing thumbnail, though.

Wow thats actually some really great feedback! I will definately implement these things.

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Interesting, i will consider doing that as well the only thing is, doesnt the recomended show thumbnail? Thumbnail has the killer already

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To give a proper response to your feedback:

Thank you, it has been super exciting. What makes it greater is seeing people who are enjoying the game!

Interesting, i went with the chill lobby music to make the lobby feel like a “safety” zone compared to the main game. I did it intentionally but it does make sense to transform that to a more uneasy / creepy vibe.

You are correct in saying the tutorial is rushed. We were originally suplosed to do a fully drawn tutorial but were struggling with thinking of the perfect way to represent it. So instead we went with a image method so that it takes less time to do and can be easy to change. I do agree with you though and definately want to make the tutorial feel a lot less rushed (its the first thing players see so super important).

Despite it being rushed, i thought that it did an ok job at ecplaining the steps of the gamd. Seeing that you had a little trouble definately means that i was wrong and it has to be refined for sure.

In terms of increasing the tutorial page amount, i find that a bit difficult since players have a lower attention span these days and 7-8 pages might be off putting especially for a forst time joiner. Do you have any other ideas gor what can be done for that?

I think the game does have some loading bugs but they are EXTREMELY rare so shoukdnt have a huge impact on players leaving early. I truly think that people leave early because they see the rushed / boring tutorial and cant be bothered to wait the timer.

Again, thanks a lot for your input. I really appreciate it!

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I’m happy to hear that you’ve been enjoying the game’s release!

In terms of fixing up the tutorial a bit, I can see where you’re coming from with lower attention spans. I think 5 pages could make it a bit more explanatory, if you think that’s manageable? Apart from that, a bit more interaction in terms of working the tutorial might keep people truly engaged? I think that the arrows as they currently are are a bit too standard, so users just kind of mindlessly flip through the tutorial tabs.

Maybe clicking on certain regions in the images could help keep people engaged?

For instance, you could have the explanation for the candles on one page of the tutorial, and outline the candle in the image, then have them click that to move forward? That might be a bit complex, but it’s something to work with.

Again, the game itself doesn’t seem to be having many issues. I think it really is just that initial onboarding process.

You said that the retention is pretty high, which is great to hear, especially with a recent release and advertisements getting players. Feel free to reach out somehow and let me know how the tutorial impacts this onboarding.

In one of the games I work for, I’ve added Funnel Events, and I actually log when players get several rounds into the game, just to see where our retention falls off. I suggest doing something like that. While you do have good long-term retention, it might help gauge what causes the session time to be where it’s at, good or bad.

I wish you luck with this new game, feel free to reach out ever!