I wrote an iOS version of my game, Private Joe. It was featured on FreeAppADay, got like 15k downloads/day for a couple days straight. Didn't pay a dime for it, didn't make a dime either
here are some insights that I gained from my players (I used
Playtomic)
Background of my game
Private Joe is a 2d platform shooter. You play a soldier and try to eliminate enemies with various weapons. Gain coins, badges and powerups along the way.
Metric #1 - Beginnings and Deaths
Blue line: steep player drop rates right after Levels 1 and 6.
I knew immediately why most players left after Level 1 : the user flow was horrible! The missions menu was poorly designed.
Most players couldn't progress beyond Level 6 because too many died there!
Orange line: most players get killed in levels 5, 6 and 10.
Note: I excluded Level 10's deaths because it's a boss level. I shall write a separate article about boss level analytics soon
What I didn't expect was a high number of players dying in Levels 5 and 6. I had to investigate the cause of this! First thing that comes to mind is to record the x,y coordinates where players die frequently, and plot this over the level map. Enter heatmaps!
Metric #2 - Heatmaps
Level 6 Heatmap
Some definitions:
StartPosition (Purple box) : Spawn position of player at start of level
WeaponBazooka : Collecting this unlocks the Bazooka for the player
RefuelStation: A checkpoint to emit messages ( not important here )
Ger_schutzer: Basic enemy soldier
Ger_captain: Advanced enemy soldier
Ger_tank2: Advanced enemy tank
Notice the two colorful spots in Level 6. The first (300,200) is green-bluish, signaling a lower intensity of deaths. The killer is the 2nd, more colorful one near (600,200). What could be the reason?
The enemy tank packs a powerful punch. Getting hit by a tank shell gives 3x more damage than a regular bullet from an enemy soldier. Most players die fighting the 2nd tank, because their lives were reduced too much after fighting the 1st tank. Having two health packs after the 1st tank didn't seem to help much.
To reduce death numbers, I could add more healthpacks, reduce tank damage, remove the soldiers, remove the 2nd tank, etc... the options are endless for the game designer. Without analytics, I wouldn't have considered them!
Metric #3 - Favourite weapons purchased
Appears that the rifle (blue) is the favourite weapon, followed by the pistol (orange). Ironically, these were the two weapons I spent the LEAST development time making. I poured most time into making fancy Machine Gun recoils, Grenade mechanics and Bazooka explosion effects. Bummer.
Does that mean I wasted precious dev juice doing unimportant things? No. I just had to tweak the other 7 weapons to make sure they're utilized more. This can mean: increasing firepower for the big guns, reducing the prices ( players need coins to purchase weapons ) or giving players more "trial bullets" to begin with.
Summary
Analytics opened up a whole new world for me. When done properly, it tells so much about the players!
EDIT: more metrics in the reply
Let me know what other metrics you'd like to see, and if I should write other posts as well.