MEASURED IMPROVEMENT · Tile Match

29% more starters reached Level 20 in Tile Match.

A few levels were stopping players for no good reason. After balancing, more players reached Level 20, the win rate improved, and more players earned Token 3.

Two 30-day telemetry periods compared.

THE MAIN MOVEMENTS

Before and after, shown side by side.

Win rate

+9.35 points
Before76.04%
After85.39%

Loss rate

-7.85 points
Before22.28%
After14.43%

Token 3

+10.74 points
Before38.49%
After49.23%

Reach to Level 20

+29%
Before9.3%
After12.0%

A CLOSER LOOK AT THE DATA

The level-by-level progression view.

The chart follows the change beyond the headline checkpoint.

PLAYER REACH · LEVEL 1–100

Player reach before and after balancing

Each period starts at 100% of its Level 1 players. The lines show how much of that starting group reached each later level.

Before balancingAfter balancing
LATER-LEVEL TREND100%50%20%10%5%2%1%L1L20L40L60L80L100Level 20: 12.0% after9.3% before

Level 20 reach increased by 29%. The later period stayed above the earlier period through most of the game.

THE NUMBERS BEHIND THE CHART

Reach at selected checkpoints

The percentage is normalised against the Level 1 count inside each reporting period.

LevelBefore reachAfter reachChange
Level 1100%100%Starting base
Level 540.43%48.26%+19.4%
Level 1020.74%25.10%+21.0%
Level 209.31%11.97%+28.6%
Level 402.66%5.02%+88.7%
Level 1001.86%2.32%+24.7%

Two 30-day telemetry periods: 16 May–16 June and 16 June–16 July 2026. Level 20 is the headline checkpoint; the full curve shows how the change carried through the rest of the game.

01

What was happening

Some levels were losing players too often, while the token targets did not match the kind of clear we wanted to reward. We checked how comfortably players cleared, how often they earned Token 3, whether they played again, and how far they progressed.

02

What the data showed

The later period had a higher win rate and lower loss rate. More players earned Token 2 and Token 3, replay after a win rose by 5.28 points, and normalised reach to Level 20 moved from 9.3% to 12.0%.

03

What we did

We checked all 100 levels, found the walls that needed attention, and specified the difficulty and token-target changes. We also told the team what to measure after release so an increase in easy wins would not be mistaken for better progression.

A REAL PART OF THE WORK

What was delivered

LevelObjective totalTime limitToken 2Token 3Check after release
Level 24270s → 85s60% of total85% of totalWin rate, time left, and timeout pressure
Level 1093100s → 110s50% of total70% of totalWin rate, time left, and replay after a win
Level 209080s → 85s65% of total90% of totalCompletion, token attainment, and Level 21 reach
Level 3810590s → 100s50% of total75% of totalWin rate, failure pressure, and time left

TALK THROUGH THE GAME

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