Need help with bad stats

Hi :waving_hand: !

My team and I recently released a game called Parkour Golf.
It’s basically a mix between parkour and golfing, where the player has to score holes using parkour mechanics to move across stages.

Here is a little showcase of the game:

We started running ads 3 days ago (20/07/2026) with 200 ad credits (80 spent so far) and it seems that players get easly bored on the game. Here are the engagement stats:

So before accusing directly the core loop problem, I would like to know if there’s anything we can do to improve those stats, because we keep peaking at 15 ccu, which wasn’t the results we expected. If you have any thought on what could be problem please let us know !

Thanks for your time :smiley:

2 Likes

Hi :blush:

I wish more developers could upload videos showcasing the game :sob:, how the game starts and how the main action plays out. That may encourage people to give a second look at the game (in addition to playing it) and invite more feedback, not to mention some entertainment value comes with it, not from just text only.

Just by seeing the video, it’s obvious to me (my guess) why it needs improvement. But I can’t tell for sure if an improvement would help though.

I will provide my theory (I haven’t analyzed thoroughly though, just the first look).

The problem is both the idea and the implementation of it. I am not sure If I will explain to you the issues clearly, but here you go:

  • The idea is golf+parkour. In golf, you stand in place, and this “not moving to focus on the shot” is mainly the charm of the sport. You encouraging the player to actively move, or run, makes it “not really golf”, it becomes difficult to pull it off as if it’s still golf. I see it now not as golf, but just as throwing a ball in the hole while in the air. The parkour part is also under-implemented, because in the video I just saw standard jumps up to throw the ball. Aiming also looks like it doesn’t require much effort/thinking (just guessing. In the video, maybe you make it look easy to do). BUT I AM NOT NECESSARILY SAYING TO MAKE IT HARD TO MAKE IT WORK, it’s often not as easy as that :blush:

That gameplay video here should be a video thumbnail of the game’s page to better understand the mechanics for newcomers, because I noticed the complexity of navigating and movement in the game that could be confusing if not presented clearly. That + additionally about 10-15 second super clear tutorial on how to play the game.

And all of this feedback from me not playing the game yet :sob:

I am years into game design, it’s very easy for me now to spot most issues with it - I see right through most games :sob:

The most difficult part is fixing the issues (it’s very difficult for me too), you may need to rethink a lot of details (while always keeping the core fun in mind, not adding/modifying something that doesn’t serve the core).

2 Likes

Thanks for your feedback !

The point about the golf and parkour mix is absolutly right, players might enter the game with different expectations. But we really wanted to keep the stage progression side of the game aswell as its obby style.

It’s normal actually, because I was mainly at the first levels of the game, we don’t want to make super hard stuff already. That’s why it’s just relativly easy stages so players can start getting their hands on it. There are 100 levels at the moment, the further you go, the harder they get.
And about the aiming, after analyzing funnels on how many people passed through stages, we noticed a huge decrease from level 2 to 3 (30% churn) and that’s why we considered on changing the aiming system from force based shooting (on hold) to just the force adjusting directly depending of where you want the ball to go (the one in the video). We thought that doing this could solve the issue, but absolutly not. :sweat_smile:

So i’m starting to think your theory about the game idea in general could be the issue, players join without realizing they are not actually going to play golf. For the moment we will try to adjust the game so players understand more what they are going into (game name, thumbnails etc) and if this doesn’t work, we will probably change the whole game idea (or throw 6 months into the bin :sob:).

Huge thanks again for your feedback !

I would say, take inspiration from the game “Deadly Golf” I got hooked on this game, playing it for hours, because the loop is so basic but so engaging. Maybe add a pvp mode, (maybe you already do, just from the video) or even add cosmetics, such as new balls with cool effects, new clubs (all plays into a pvp mode). I think if you had a pvp mode it would engage players for much longer, because they are working for something, as Obby style games can get very boring. Besides that the game looks cool, and I will be sure to check it out when I’m done working out!