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    Why Do Mobile Users Rate My Game Lower Than Desktop Users?

    Why are mobile players dragging down my game’s ratings? Discover surprising insights from 22,400 plays of Puckit! and how a simple control tweak could change everything. Find out what I’m testing next, and how you can help shape the future of the game.

    Mobile users rate my game lower than desktop users, why? Are they more critical, is the game not running well on mobile, or are the controls not intuitive? In this post, I’ll share some stats from the last 30 days of my game, Puckit! on Crazy Games, and discuss my thoughts around the data.

    Note: I’m not allowed to disclose my revenue, so it has been censored in the images.

    Recent stats

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    In the past month, Puckit! has had a total of 22,400 plays, with 95% of them coming from mobile gamers. Crazy Games does not provide information about which type of gamer gives which rating, so I can only compare ratings based on the first month of my game's release, when 90% of users were on desktop.

    • First month rating (mostly desktop): 8.8
    • Last 30 days rating: 7.8
    • Last 7 days: 6.9

    Based on this, it seems that mobile gamers are more critical than desktop gamers, but why might that be?

    Possible reasons for lower mobile ratings

    I need more information about my statistics to give an accurate explanation, but I will try to come with some ideas

    Controls may not be intuitive

    • The current control scheme uses drag-and-release to shoot, does this feel natural on mobile?
    • Maybe swiping or flicking the puck forward would be a better fit.

    Performance issues

    • The game uses WebGL, which can be demanding on mobile devices, especially if there are performance leaks.
    • Some users may be playing on older devices, which could impact their experience.

    Demographics and engagement

    • Mobile gamers might be younger and get bored more easily.
    • Perhaps the younger generation expects the game to become more interesting with every second played.

    Most Crazy Games users are from North America, and I assume most have devices capable of running my Phaser-based game, so performance may not be the main issue.

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    Testing and observations

    To evaluate the controls, I played similar games on the platform. Some use the same drag-and-release method, while others use a drag-forward approach or even let players choose one of them as a setting in the game.

    I also conducted initial play testing and observed that about 50% of players instinctively try to drag the puck forward with their finger. However, they quickly adapt to the drag-and-release mechanic after a few seconds, helped by the game’s visual trajectory indicator.

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    Next Steps, experimenting with controls

    I’m considering changing the controls to a flick mechanic, so it feels like you’re sending the puck flying with your finger. This would likely require unlimited lives, as aiming would be more challenging.

    Since Crazy Games doesn’t support A/B testing, I’d have to roll out the new controls for all players. I plan to try the new controls for 30 days and monitor any changes in stats. Will gameplay time increase or decrease? Will ratings improve? It could be an interesting experiment.

    Your Feedback

    What controls would you find intuitive? Give Puckit! a try and let me know your thoughts in the comments section. Your feedback could help shape the next update.

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    Happy coding, and may your games be a hit! 🎯