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In this diagram it is possible to simulate the journey of different users from different segments in Candy Crush. The main systems considered are: - Levels: players win or lose levels according to the level predefined difficulty. - Lives: if players lose a level, they lose a life until they run out of lives. If they run out of lives, they have to wait until they have another one or they purchase a life. Lives are recovered after 30 minutes. - Boosters: players can use boosters to reduce the difficulty of a level (in this case, increase the winning chance). Boosters can be earned through events or purchased - Revenue and gold bars: players can purchase bundles with boosters and gold bars - Segments behavior: players may decide to buy lives or boosters and use them if necessary - Events: players may earn gold bars and boosters by playing in certain events - Retention: players may churn depending on their win/lose rate and how much idle time they've had, depending on their segment 1 step = 1 match = 1 timeScale. Currently, the time scale defines the amount of minutes a match takes. Players never stop playing unless they have no lives or they do not decide to purchase