SuperAPI AI Directory

level-churn-analyzer

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Updated 10-16 08:10

About this skill

Level Churn Analyzer

One-liner: Identify game chokepoints by analyzing the last level users attempted before churning, with targeted optimization recommendations.

Core Capabilities

  1. Chokepoint Identification - Find levels causing the most user churn
  2. Root Cause Analysis - Determine why users churn at specific levels
  3. Segment Comparison - Compare level performance across new vs. returning, paid vs. free users
  4. Optimization Recommendations - Provide targeted level design and intervention strategies
  5. Before/After Comparison - Compare level churn across time periods to measure update/event impact

Quick Start

Example: Standard Level Churn Analysis

User: "Analyze level churn for our Match-3 game"

Skill:

I'll help you analyze level churn. Please provide:

1. **Game Type**: Match-3 ✓
2. **Level Type**: Main / Challenge / Event?
3. **Level Range**: e.g., "1-100" or "all"
4. **User Segment**: All users / New users / Paid users?
5. **Churn Definition**: Days of inactivity (default: 3)
6. **Time Range**: e.g., "Last 30 days" or "2026-04-01 to 2026-05-01"
7. **Project ID**: Your ThinkingData project ID

User:

  • Level Type: Main
  • Level Range: 1-100
  • User Segment: All users
  • Churn Definition: 3 days
  • Time Range: Last 30 days
  • Project ID: 123

Skill: [Executes analysis]

Output:

# Level Churn Diagnostic Report

## Analysis Overview
- Total Challenging Users: 12,500
- Churned Users: 3,240
- Overall 3-Day Churn Rate: 25.9%

## Key Chokepoint Levels

| Rank | Level | Churn % | Severity |
|------|-------|---------|----------|
| 1 | Level 32 | 13.9% | 🔴 P0 |
| 2 | Level 28 | 11.7% | 🟠 P1 |
| 3 | Level 15 | 6.5% | 🟡 P2 |

**Root Cause - Level 32**: Excessive difficulty [High Confidence]
- Pass rate: 18% (below 20% threshold)
- Avg attempts: 4.2x

**Recommended Action**: Reduce obstacle density by 15-20%

Example: Comparison Mode

User: "Compare level churn before and after the update"

Skill:

I'll compare level churn between two periods.

Period A (Before): [Start date] to [End date]
Period B (After): [Start date] to [End date]

Other parameters same as standard analysis.

User: Period A: 2026-04-01 to 2026-04-14, Period B: 2026-04-15 to 2026-04-28

Skill: [Runs parallel analysis and generates comparison report]


Templates and Libraries

This skill uses modular templates for report generation. Reference these files when generating reports:

Report Templates

Template File Purpose
Overview Section references/overview_section.md Report header and analysis overview
Chokepoint Table references/chokepoint_table.md Top N chokepoint levels table
Level Details references/level_details.md Deep dive into specific levels
Comparison Report references/comparison_report.md Before/after comparison analysis
Action Recommendations references/action_recommendations.md Prioritized action items
Deep Analysis Guide references/deep_analysis_guide.md Deep analysis workflow guidance
Recommendations Library references/recommendations.md Genre-specific optimization recommendations

Calculation Library

Library File Purpose
Churn Metrics references/churn_metrics.md Reusable churn calculation formulas

Severity Classification with Confidence Intervals

Base Thresholds by Game Genre

Different game types have different "normal" churn baselines. Adjust thresholds accordingly:

Genre Typical D1 Churn P0 Threshold P1 Threshold P2 Threshold
Hyper-casual 60-70% >55% or >12% contribution >45% or >8% contribution >35% or >4% contribution
Casual (Match-3/Runner) 40-50% >40% or >15% contribution >30% or >10% contribution >20% or >5% contribution
Mid-core (RPG/Card) 30-40% >35% or >15% contribution >25% or >10% contribution >18% or >5% contribution
Hardcore/SLG 20-30% >25% or >15% contribution >20% or >10% contribution >15% or >5% contribution

Default thresholds (when genre unknown): Use Casual tier.

Severity Classification Table

Severity Condition Label Priority
P0 Churn rate > genre threshold OR % of total churn >15% 🔴 Critical Immediate
P1 Churn rate > genre threshold OR % of total churn >10% 🟠 High This week
P2 Churn rate > genre threshold OR % of total churn >5% 🟡 Medium This month
Normal Below P2 thresholds 🟢 Normal Monitor

Sample Size Confidence Guidelines:

Sample Size (n) Confidence Level Severity Adjustment
n ≥ 1000 High (±2-3%) Use classification as-is
500 ≤ n < 1000 Medium (±3-5%) Downgrade one level if at boundary
100 ≤ n < 500 Low (±5-10%) Downgrade one level; flag for verification
n < 100 Very Low (±10%+) Do not classify; require larger sample

Confidence Interval Calculation:

95% CI for churn rate = p ± 1.96 × √(p(1-p)/n)

Where:
- p = observed churn rate (proportion)
- n = sample size (total challenging users)

Display Format with Confidence:

🔴 P0 - Level 32: 13.9% of churn (95% CI: 12.1%-15.7%)
     Level churn rate: 45.2% (95% CI: 42.8%-47.6%)
     Confidence: High (n=2,847 users) ✓

🟠 P1 - Level 28: 11.2% of churn (95% CI: 8.9%-13.5%) ⚠️
     Level churn rate: 38.5% (95% CI: 35.2%-41.8%)
     Confidence: Medium (n=892 users)
     Note: At P0 boundary; consider verification before prioritization

Interaction Flow

Reference: references/interaction_flow.md

This guide provides the complete 4-step interaction workflow:

  1. Define Analysis Parameters (7 parameters with validation)

    • Game Type, Level Type, Level Range, User Segment, Churn Definition, Time Range, Project ID
    • Includes input validation templates and production limits
  2. Event Confirmation & Data Validation

    • Level event discovery and confirmation
    • Sample size assessment with confidence tiers
    • Data anomaly handling
  3. Output Diagnostic Report

    • Report generation using modular templates
    • Standard report ending format
  4. Guide Deep Analysis (Optional)

    • Property pre-validation
    • Dimension-based analysis
    • Dynamic report generation

Analysis Methodology

Core Method: Churn Attribution Analysis

Identify "churn-trigger levels" by finding the last level attempted by specific user segments before becoming inactive.

Analysis Target:

  • Based on segment selected in Step 2 (All users/New users/Silent users/Paid users/Custom)
  • Supports custom segment conditions: registration time, payment status, activity level, current progress
  • Analyze which levels users were last at before churning

Key Parameters:

  • inactive_days: Days of consecutive inactivity to define churn (default: 3)
  • lookback_days: Days to look back for last level (default: 7)
  • level_range: Level range to analyze
  • user_segment: User segment conditions

Core Metrics:

See references/churn_metrics.md for complete formula reference.

1. Overall Churn Rate (Analysis Overview)

Overall Churn Rate = Churned Users / Total Challenging Users × 100%

Calculation Logic:

  1. Churned Users (Numerator): Unique users who churned at any level within analysis time range

    • A user is counted once regardless of how many levels they churned at
    • Deduplicated by user
  2. Total Challenging Users (Denominator): Unique users who challenged any level in analysis time range

Example Calculation:

  • User A: Churned at Level A → Counted as churned (1 user)
  • User B: Churned at Level B → Counted as churned (1 user)
  • User C: Did not churn at Level C → Not counted as churned
  • User D: Churned at both Level A and B → Counted once (deduplicated)

Result:

  • Churned Users: 3 (A + B + D)
  • Total Users: 4 (A + B + C + D)
  • Overall Churn Rate = 3/4 = 75%

2. Level Churn Rate (Per-Level Metric)

Level Churn Rate = Churns at Level / Total Users Challenging Level × 100%

Calculation Logic:

  1. Churn Count (Numerator): Each instance of "last at Level + inactive ≥ threshold" counts as 1 churn

    • Same user can contribute to multiple levels' churn counts (different time periods)
    • Same level same user: Only count the most recent (deduplicate multiple churns at same level)
  2. Total Challenging Users (Denominator): Unique users challenging Level in analysis time range

Example Calculation:

  • User A:
    • Mar 1: Last at Level A, inactive 3+ days → Level A churn: 1
    • Mar 5: Recalled
    • Mar 10: Last at Level B, inactive 3+ days → Level B churn: 1
    • Mar 15: Challenged Level A again, Mar 20: Last at Level A, inactive → Level A still 1 (overwrites Mar 1)
  • User B: Mar 5: Last at Level A, inactive 3+ days → Level A churn: 1
  • User C: Challenged Level A but didn't churn → Not counted

Result:

  • Level A Churn Count: 2 (User A + User B)
  • Level A Total Users: 3 (A + B + C)
  • Level A Churn Rate = 2/3 = 66.7%

Level Performance Statistics:

Consistent with churn rate calculation, denominator uses "Total Challenging Users" (deduplicated).

Basic Metrics

Metric Calculation Notes
Total Challenging Users Unique users challenging Level Deduplicated, denominator standard
Total Attempts All challenge attempts at Level Not deduplicated, includes retries
Avg Attempts Total Attempts / Total Challenging Users Average per user

Pass/Fail Metrics

Metric Calculation Notes
Level Overall Pass Rate Passes / Total Attempts × 100% Success proportion of all attempts
Level Overall Fail Rate (Total Attempts - Passes) / Total Attempts × 100% Failure proportion
First-Attempt Pass Rate Users passing on first try / Total Challenging Users × 100% First-try success rate

User Attribute Metrics

Metric Calculation Notes
New User Ratio New users / Total Challenging Users × 100% Proportion of new users
Paid User Ratio Paid users / Total Challenging Users × 100% Proportion of paid users
3-Day Return Rate Users returning within 3 days of churn / Churn Count × 100% Post-churn return rate

Root Cause Inference Rules

Infer churn causes based on data characteristics. Note: These are heuristic indicators, not definitive causes. Confidence levels indicate diagnostic certainty.

Data Characteristic Inferred Cause Threshold Confidence Limitations
New user ratio >70% Difficulty mismatch for beginners >70% High Clear segment signal; verify with tutorial completion data
Pass rate <20% Excessive level difficulty <20% High Definitive difficulty signal; check if intentional (boss levels)
3-Day return rate <5% Failed return mechanism <5% High Strong signal for recall system failure
Pass rate <30% Excessive level difficulty <30% Medium May be intended challenge; check level design docs
3-Day return rate <10% Failed return mechanism <10% Medium Could be normal for late-game levels
Avg attempts >5 Insufficient forgiveness >5% Medium High attempts can indicate engagement OR frustration
Retry interval after fail >24h Excessive cooldown after failure >24h Medium May reflect natural play patterns, not system issue
New user ratio >50% Difficulty mismatch for beginners >50% Low Weak signal; could reflect normal user distribution
Avg attempts >3 Insufficient forgiveness >3 Low Common across many levels; not diagnostic alone

Confidence-Based Inference Guidelines

High Confidence Indicators (Strong signal, act with confidence):

  • Multiple high-confidence signals align
  • Threshold exceeded by >20% margin
  • Consistent across user segments

Medium Confidence Indicators (Probable cause, verify before acting):

  • Single medium-confidence signal
  • Threshold exceeded by 10-20% margin
  • Consider A/B testing interventions

Low Confidence Indicators (Weak signal, investigate further):

  • Requires corroborating evidence
  • May be normal variation
  • Recommend qualitative research (user interviews, session replay)

Compound Diagnosis Format

Connect multiple causes with confidence markers:

Primary: High confidence causes first
Secondary: Medium confidence causes (verify)
Tertiary: Low confidence causes (investigate)

Examples:

Level 12 Analysis:
- Primary: Difficulty mismatch for beginners (High confidence: 78% new users)
- Secondary: Insufficient forgiveness (Medium confidence: 4.2 avg attempts)
- Tertiary: Excessive cooldown (Low confidence: 22h avg retry, borderline)

Inference Limitations Disclaimer

⚠️ Important: Root cause analysis is based on data pattern matching, not causal inference.

  • Correlation ≠ Causation: High new user ratio may indicate popular level, not difficulty issue
  • Thresholds are heuristics: Adjust based on your game's specific patterns
  • Missing variables: External factors (events, updates, competitors) not captured
  • Recommend validation: Always combine with user feedback, session replay, or A/B tests

Output Format: Connect multiple causes with "+", and include confidence level: e.g., "Difficulty mismatch [High] + Insufficient forgiveness [Medium]"


Optimization Recommendation Library

Reference: references/recommendations.md

This template provides:

  • Universal optimization measures by problem type
  • Genre-specific recommendations (8 game types)
  • Intervention strategies by timing

Quick Reference

Problem Type → Recommended Actions:

Problem Type Quick Fix System Fix
Excessive difficulty Lower HP/damage Rebalance progression curve
Beginner chokepoint Add hints Simplify early levels
Low forgiveness Add checkpoints Revise fail conditions
Excessive cooldown Push notification Lower retry cost
Unclear mechanics Add tutorial Improve UX feedback

Genre-Specific Quick Links:

  • Card: Deck building hints, trial cards
  • RPG: Mechanic tutorials, gear drops
  • Match-3: Move cap, special items
  • Runner: Speed/obstacle adjustment
  • SLG: Resource output, strategy hints
  • Casual/Sim: Wait time reduction
  • MOBA: Newbie matchmaking
  • Idle: Offline earnings boost

Comparison Analysis Mode

Compare level churn between two time periods to measure impact of updates, events, or changes.

Trigger Phrases:

  • "Compare before and after the update"
  • "Analyze the impact of the event"
  • "Compare this week vs last week"
  • "Did the patch improve level retention?"

Comparison Flow

Step 1 - Identify Comparison Intent

When user mentions comparison keywords, switch to comparison mode:

User: "Compare level churn before and after the update"

Skill: "I'll help you compare level churn between two time periods.

Please provide:
- Period A (Before): Start and end date
- Period B (After): Start and end date
- Other parameters remain the same (game type, level range, user segment, etc.)

Example:
- Period A: 2026-04-01 to 2026-04-14
- Period B: 2026-04-15 to 2026-04-28"

Step 2 - Collect Parameters

Collect standard parameters (game type, level range, user segment, churn definition) plus:

Period A (Baseline):

  • Time range: period_a_start to period_a_end
  • Label: e.g., "Before Update", "Week 1", "Control Group"

Period B (Comparison):

  • Time range: period_b_start to period_b_end
  • Label: e.g., "After Update", "Week 2", "Test Group"

Validation Rules:

  • Both periods must be valid date ranges
  • Periods should not overlap (recommendation)
  • Period B should be after Period A (for temporal comparisons)
  • Same duration recommended for fair comparison (e.g., both 14 days)

Step 3 - Execute Parallel Analysis

Run standard level churn analysis for both periods with identical parameters, then generate comparison report using references/comparison_report.md.


Deep Analysis Template (Step 4)

After identifying P0/P1 chokepoints in the initial report, proceed with deep analysis.

Reference: Use references/deep_analysis_guide.md for complete guidance including:

  • Guidance prompts for user interaction
  • Report structure templates (Lean/Core/Full versions)
  • Dimension-to-content mapping
  • Property discovery guidance
  • Analysis dimension selection guide

Quick Reference

Report Depth by Selection:

Selection Count Template Version Sections
1-2 dimensions Lean 3 sections
3+ dimensions Full 6-8 sections
Unclear Core 5 sections (default)

Dimension Recommendations by Problem Type:

Problem Type Recommended Analysis
Excessive difficulty Level config + First-attempt vs repeat
Beginner chokepoint Failure distribution + User behavior paths
Low forgiveness Failure distribution + Post-failure behavior
Unclear mechanics User behavior paths + Event properties
Excessive cooldown Post-failure behavior + Retry patterns

Quick Reference

User Query Recommended Segment Key Parameter Suggestions
"Which levels are users stuck at?" All users inactive_days: 3
"Analyze users inactive 7 days" Silent users (7 days inactive) Focus on high concentration levels
"New user churn is severe" New users (registered <7 days) Focus on levels 1-30
"Challenge level churn" All users level_type: "Challenge"
"Silent user analysis" Silent users (7-14 days inactive) Focus on recall opportunities
"Find hardest level" All users Focus on churn conversion metrics
"Paid user churn" Paid users Focus on paid experience
"Compare before and after update" Comparison Mode Define Period A (before) and Period B (after)
"Did the patch improve retention?" Comparison Mode Same parameters, different time ranges
"Analyze event impact" Comparison Mode Compare during-event vs baseline

Important Notes

  1. Data Quality: When level challenging user count is low (<100), conclusions may be unreliable. Warn user.
  2. Data Latency: Account for data reporting latency, recommend analyzing T-1 or earlier data
  3. Event Consistency: Confirm event names match actual project instrumentation
  4. Multi-dimensional Comparison: Recommend comparing "New vs. Returning" users - differences are often significant
  5. Avoid Over-inference: Root cause analysis is inference-based, mark "Recommend further research validation"

Report Output Requirements

  1. Must include: Header overview, Key chokepoint list, Root cause diagnosis, Action recommendations
  2. Recommended visualization: Level churn rate trend chart, Chokepoint distribution heatmap
  3. Tiered output: Display by P0/P1/P2 priority for operations team processing
  4. Actionable: All recommendations must be specific and executable, avoid vague suggestions
  5. Must include next-step guidance: Every report must end with clear next options (continue analysis / other levels / end)

Standard Report Ending Format

After every report, use this format to guide users:

---

**📋 Analysis Complete - Choose Next Step:**

**1. Continue Deep Analysis of Current Level**
   → I can analyze any dimension by level event properties
   → Example reply: `Analyze Level {X}, show failure reason distribution`
   → Example reply: `Analyze Level {X}, compare pass rates by power level`
   → Example reply: `Analyze Level {X}, show item usage and completion correlation`

**2. Analyze Other Chokepoint Levels**
   → Reply: `Analyze Level {Y}`

**3. End Analysis**
   → Reply: `End`

---