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Focus: APS Tuning, Retention Optimization, End of Content Management

Role: Level Designer

Case Study: Balancing Difficulty in Candy Crush to Improve Retention and Monetization in candy crush Saga

Context

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In Candy Crush, player progression is tied to a mix of Easy, Medium, and Hard levels. APS (Attempts Per Success) targets are set per difficulty tier:
 

​APS Target                                               Difficulty

5-1                                                           Easy

15 - 6                                                       Medium

38 - 15                                                    Hard

Recently, player churn increased both for End of Content players and mid-progression players. Feedback indicated that some levels felt unfair, with certain hard levels requiring close to 38 attempts to win — pushing players toward booster purchases and creating a “paywall” perception.

                                                                                                                              

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Problem

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  • High APS Hard Levels were creating frustration, especially when consecutive.

  • Perceived Unfairness: Players felt they couldn’t win without boosters.

  • Churn Increase: Even non-End of Content players were leaving earlier in the journey.

  • Monetization vs. Retention Conflict: Short-term revenue spikes risked long-term player loss.

Analysis

Using game data and player feedback:

  • Drop-off Points aligned with clusters of high APS levels.

  • APS spikes above 30 strongly correlated with session abandonment.

  • Consecutive hard levels reduced motivation even for engaged players.

  • RNG perceived as unfavorable discouraged retries.

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Proposed Solutions

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  1. APS Smoothing

    • Avoid placing multiple Hard levels back-to-back.

  2. Reduce extreme APS spikes (keep most Hard levels in the 15–28 range)

  3. Fair RNG Windows

    • Ensure at least one winnable board in first 3–5 attempts for hard levels.

  4. Dynamic Difficulty Adjustment (DDA)

    • After 25+ failed attempts, introduce more favorable board states or free boosters.

  5. Engagement Offsets

    • Tie Hard level completion to special rewards/events.

  6. Place Easy/Medium levels after hard streaks to restore player morale.

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Expected Impact

  • Retention: Increased Day 7 and Day 30 retention through fairer progression.

  • Monetization: Maintain booster sales via motivation, not frustration.

  • Player Sentiment: Shift from “forced to pay” to “boosters make it easier, but I can still win without them"

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📌 Key Insight: Difficulty should drive excitement, not exhaustion. The APS curve must balance challenge with a sense of fairness to sustain both retention and monetization.

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