Is it normal to have a 30% onboarding rate?

I created an obby/troll tower type game where the first thing you do is claim some coins and buy a tool from the shop.

I’ve put ads on it for 3 days now but what I noticed is that a lot of players seem to just stare into space for 10 seconds and leave almost like a bot. I lose like 50% of players not even managing to click one button according to the funnel analytics.

I’ve tried making the onboarding as clear as possible just arrows exactly where to click etc. I’ve tested on a new account and everything worked. Or maybe it’s the fact I’m using Plays instead of Engagement ads? The ads still say learning so maybe its bringing the wrong audience? Or maybe its the fact that I have to get past the 16+ threshold now? I noticed there is a big drop off even to the second spawn location but I’ve already made it easier 3 times and I’ve tried matching the difficulty to a standard troll tower. Maybe it’s still too hard?

I think this situation is bringing the rest of my analytics down too. I thought the gimmick/hook for the game was good but maybe my game just isn’t interesting enough. I’m not sure. So I think I will move on now and develop something else but I still wanted to check with you guys whether this sort of engagement is normal.

Game:

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The tutorial is very confusing at first, I thought the game was broken with everything being blurred but it turns out that I am forced to go through a tutorial without any explanations on what the arrows do or why they are there. It should be revisioned so that players aren’t forced to follow a tutorial. After the player is finished with the tutorial, I feel like it is unclear what to actually do in the game, there is no physical tutorial that tells you to climb up the tower while trolling people.

why does a tower obby game force you to claim coins

theres really no reason to force a tutorial unless its about a vital feature for the game that would otherwise stop the user from enjoying the game if not learnt correctly

It’s because previously on the 1st/2nd day without the tutorial, players only claimed their free rewards 4% of the time, so they weren’t even aware that if they stayed longer they could get more free rewards. They also did not use any troll tools before, I think because they didn’t know what the tool did. But maybe that isn’t a problem? I did it so that they knew there was a shop so they had a goal to collect coins and increase engagement.

Hmm ok thanks, I guess that was an oversight because normally players go up towers themselves. I will try that.

Yo it’s really not clear that you can double jump in this game.

Oh yeah you’re right thanks I’ll add that too now

Instead of forcing a tutorial to claim the free reward (which would make the problem turn from “players not claiming the reward” to “players not being able to play”), consider making the reward easier to notice and more straightforward
For example, place it on the map or as a popup directly when they join, and don’t hide it inside another menu (place the reward directly in the main ui)