Gaming·Experience and churn
Data shows where users drop off, but not why. Surveys mostly come back with vague answers like "not fun" or "too expensive."
After a mobile action game launched, week-one retention fell short of target. Many players dropped off around level three, and the team didn't know why.
We invited players who left in their first week. The AI started from their last session and followed up on the moment they got stuck.
The game never teaches dodge timing, which is the main reason players get stuck and quit
The team rebuilt the dodge tutorial and added a clearly visible skip button to the opening cutscene.
New players quit in week one mainly because of the combat tutorial, not because they dislike the game. Fix the dodge tutorial first, then shorten the opening.
AI text and voice interviews, 11 minutes on average. The interview guide covered four topics: onboarding, combat, party play, and visuals. A researcher reviewed every finding.
40 players who left in their first week: 24 new players, 10 experienced action-game players, 6 returning players.
Only players who left were interviewed, with no comparison group of players who stayed. The counts show how reasons break down among churned players, not across all players.

"I figured out dodging on my own. The hard part was the boss after that."
Participant 221 · Action game veteran · 03:10
"I actually liked the opening story. It set things up really clearly."
Participant 189 · Story-driven player · 02:40
"I play solo, so party play doesn't affect me."
Participant 203 · New player · 01:50
"The graphics are nice, but my phone gets hot and I can't play for long."
Participant 240 · New player · 02:30Each recommendation maps to a finding. After it ships, check the metric on the right to see whether the finding holds.
| Recommendation | Based on | Expected impact | Validation metric | Status |
|---|---|---|---|---|
| 1Rebuild the dodge tutorial: pause and prompt the first time a dodgeable attack appears | Biggest impact: 23 got stuck | New-player week-one retention, level-three clear rate | ConfirmedLevel-three clear rate 41% → 63% | |
| 2Add a clearly visible skip button to the opening cutscene | Lowest effort | Drop-off during the opening | In progressDrop-off during the opening 18% → 11% | |
| 3Show the party option on the lobby's first screen | Helps social players | Week-one party rate | Not live yet |
How many of the 40 participants mentioned each theme (one person can mention several). Darker cells mean a higher share within that group.
| Theme | Total | New players24 people | Action game veterans10 people | Returning players6 people |
|---|---|---|---|---|
| Weak combat tutorial | 23 | 15 | 6 | 2 |
| Slow opening pace | 13 | 10 | 1 | 2 |
| Party and social features | 10 | 6 | 1 | 3 |
| Overheating and lag | 6 | 3 | 2 | 1 |
| Not enough time | 5 | 1 | 2 | 2 |
| Art and world (positive) | 28 | 17 | 7 | 4 |

I'd hit dodge and nothing happened. Only later did I figure out you have to press it before the monster attacks. Nobody told me that.

The tutorial walks you through attacking, and then dodging gets like one line.

I died a bunch of times before I saw on a forum that you have to read the attack early.
I figured out dodging on my own. The hard part was the boss after that.

The opening cutscene is almost ten minutes. I quit before I even got to fight anything.

The skip button is tiny. It took me forever to find it.
I actually liked the opening story. It set things up really clearly.

I thought this game didn't have co-op at all.

A friend invited me, and I looked all over the lobby but couldn't find where to join.
I play solo, so party play doesn't affect me.

I really like the visuals and the story. It's just too hard to get into.

If the start were a bit smoother, I'd totally keep playing.
The graphics are nice, but my phone gets hot and I can't play for long.

I'd hit dodge and nothing happened. Only later did I figure out you have to press it before the monster attacks. Nobody told me that.

The tutorial walks you through attacking, and then dodging gets like one line.

I died a bunch of times before I saw on a forum that you have to read the attack early.

The opening cutscene is almost ten minutes. I quit before I even got to fight anything.

The skip button is tiny. It took me forever to find it.

I thought this game didn't have co-op at all.

A friend invited me, and I looked all over the lobby but couldn't find where to join.

I really like the visuals and the story. It's just too hard to get into.

If the start were a bit smoother, I'd totally keep playing.

I figured out dodging on my own. The hard part was the boss after that.

I actually liked the opening story. It set things up really clearly.

I play solo, so party play doesn't affect me.

The graphics are nice, but my phone gets hot and I can't play for long.
Core questionDo you remember what it felt like the first time you opened the game?
Follow-upWhich screen or moment, exactly
Core questionWhich level were you on when you stopped wanting to play?
Follow-upWhat they tried at the time
Core questionThe last time you opened the game, what kept you from coming back?
Follow-upWhether they're playing something else
Core questionWhat would make you give it another try?
Follow-upThe one thing that most needs to change
40 players who left in their first week: 24 new players, 10 experienced action-game players, 6 returning players.
This section needs behavior data (for example, from ThinkingAI Agentic Engine). Without it, the rest of the report works as usual.
"Level three isn't actually that hard. I just didn't have time to play anymore."071
Failed 6 times at the level-three boss, quit 2 minutes after the last attempt, and never logged in again.
"I didn't really watch the opening. I just skipped it."266
Players watched the opening for 7 min 40 sec on average; under 5% tapped skip.
For 9 of 40 players, what they said didn't match what they did. Most left after getting stuck but blamed it on "not having time."
Connected to ThinkingAI Agentic Engine to pull week-one churned players and a comparison group of returning players.
The AI starts from the last session and asks which level they got stuck on and what they tried.
New, experienced, and returning players are tracked separately. Getting stuck happens mostly among new players.
After the new dodge tutorial ships, compare week-one retention and level-three clear rates for new players to validate the finding.




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