Clockwork Puzzle: Day 10 analysis


… or how come we have more iOS users and they actually did so well!!!

About ten days ago, in a rather emotional post, we have announced the release of our game Clockwork Puzzle to the world of casual mobile gamers. We did not do any marketing work, so the idea was that our friends and families would play it and we could all get a few laughs out of it, and that would be a great way of remembering dear Agostina and her sunny impact on us.

Ratings and christmas gifts

Although we considered the game a learning experience and did not bother with its market performance, we admit that the first days sucked really bad.  Even when we searched for the -exact- name of the game it would appear on the 5th page of the results on store!! Actually even the games which had nothing to do with “clockwork” and, we suspected perhaps every other puzzle game on the market appeared before ours. We learned that ratings are the most important factor in the app listings on the store. That is when, desperately, we asked our family members and romantic interests to “please install the damn thing and rate it”. And so they did. Honestly we wanted a real review, not an inflated 5 star like “the perfect game!”, because we knew very well that there were, and still are, so many things to improve in it. But in perfect honesty, we also revealed that their christmas presents next year could correlate with the average ratings we get in some inexplicable way. 😛

Much thanks to these ratings we made it to the first page of the search results for “Clowckwork Puzzle” and something interesting started to happen: We received bug reports from people who are not our friends (thanks, we are still working on the issues!) and we even got a 1 star review from a teenager from Philippines ?? Well, thanks for taking the time!

So now, after ten days, we decided to dig deeper in the statistics of the game that we gathered through Flurry plugin and see what other surprising facts await us, and tried to answer some dumb/petty questions like who did better, Android or iOS users? Phone or Tablet? Boys or girls? (Relax, we didn’t gather gender data, just kidding. Of course girls.) Here are the results:

Who played more?

According to Flurry statistics reports there are about 200 unique players in total, which is a really tiny number for statistics but let us see what we can learn from the analysis keeping this in mind.

It came to us as a big surprise that we have more iOS users than Android, since most of our friends are Android users, and there were quite more clicks to the Android link on the announcement page of the Clockwork Puzzle than the iOS ones. Some possibilities to explain these are

  • Flurry has issues tracking Android devices
  • iOS users are more into puzzle games and/or they are more efficient in finding new free games on App Store
  • Our friends have secret iOS devices we do not know about 😛
  • Since the game had a previous beta release for Android, many of friends who tried  it then did not want to see the final release now. Ehm. Lesson learned about not making a very unfinished beta.

Ok we now have the distribution of the users and sessions they have started (a session is the time span from the opening of the app to going back to mobile home screen or another app). What we see is iOS users gave the game slightly more tries than the Droid ones. But how much each person actually spent playing the game? Well, here is the average session duration for iOS and Droid users:

So the game is catchy only for some 3-4 minutes at a time, as we have expected. By making very short levels indeed we wanted to create a game you can drop and pick back up anytime, let’s say on the metro or while waiting in line somewhere, when most casual gamers play.

Coming next
 How do iOS vs Android players act in the face of a challenge: Win/Lose/Restart analysis

Stay tuned!

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