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HTML5 Suika Watermelon Game

Talking about Game development.

When I design levels for my games, I try to make them funny and challenging.

I always think how much will players enjoy my levels. I guess you do the same.

But I have a question… Do players play all levels? Is it worth the pain of testing and finetuning the n-th level when the average player will never see it?

How many players will see all levels?

I collected some data with the amazing SWFStats API about LineBall‘s first 10 days in the wild.

More than 250,000 players tried to solve the game, so here it is a table with the collected data:

LEVEL COMPLETED PLAYERS
No levels completed 251748
Level 1 233012
Level 2 211254
Level 3 191477
Level 4 156316
Level 5 136954
Level 6 120399
Level 7 106503
Level 8 99437
Level 9 95265
Level 10 85490
Level 11 76568
Level 12 57789
Level 13 53030
Level 14 52739
Level 15 49088
Level 16 47611
Level 17 41279
Level 18 38658
Level 19 36501
Level 20 33091
Level 21 32658
Level 22 29162
Level 23 28571
Level 24 27815
Level 25 27578
Level 26 27017
Level 27 26722
Level 28 26344
Level 29 25436
Level 30 25318
Level 31 24986
Level 32 24688
Level 32 24093
Level 34 22756
Level 35 21219
Level 36 19796
Level 37 19551
Level 38 18071
Level 39 17785
Level 40 16105
Level 41 16077
Level 42 15804
Level 43 15538
Level 44 15534
Level 45 14943
Level 46 14481
Level 47 14365
Level 48 13636

As you can see, only 5,4% of them made it until the last level, look at this picture to see the playing curve:

Now it’s time to understand why and when players leave the game.

Every level is started by a certain amount of players. The problem is some of them don’t complete it. This may happen for several reasons… the level could be too hard for some of them (noobs!!), or the game starts to get boring after some levels.

If it’s normal some players quit the game without beating the n-th level, you should worry if a lot of players do it. Probably levels are unbalanced or the game gets boring after a while.

I would set the “give up ratio” to 15%

This means if 100 players start a level and less than 85 complete it, there is something wrong in it.

This is the graph of LineBall give up ratio

As you can see, levels 4 and 12 made me lose a lot of players. Since I am using inter-level ads, made me lose a lot of money too.

Time to think about what went wrong with these two levels and do a better level design next time.

Do you agree?

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