Context

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.
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Perceived Unfairness: Players felt they couldn’t win without boosters.
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Churn Increase: Even non-End of Content players were leaving earlier in the journey.
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Monetization vs. Retention Conflict: Short-term revenue spikes risked long-term player loss.
Analysis

Using game data and player feedback:
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Drop-off Points aligned with clusters of high APS levels.
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APS spikes above 30 strongly correlated with session abandonment.
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Consecutive hard levels reduced motivation even for engaged players.
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RNG perceived as unfavorable discouraged retries.

Proposed Solutions
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APS Smoothing
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Avoid placing multiple Hard levels back-to-back.
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Reduce extreme APS spikes (keep most Hard levels in the 15–28 range)
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Fair RNG Windows
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Ensure at least one winnable board in first 3–5 attempts for hard levels.
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Dynamic Difficulty Adjustment (DDA)
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After 25+ failed attempts, introduce more favorable board states or free boosters.
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Engagement Offsets
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Tie Hard level completion to special rewards/events.
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Place Easy/Medium levels after hard streaks to restore player morale.




Expected Impact

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Retention: Increased Day 7 and Day 30 retention through fairer progression.
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Monetization: Maintain booster sales via motivation, not frustration.
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Player Sentiment: Shift from “forced to pay” to “boosters make it easier, but I can still win without them"
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