Aggregated session metrics across all 10 sessions. Sessions S02, S08, S09, and S10 are Rich Data — they have complete gold/energy state tracking, item paths, and decimal timestamps from the embedded in-game logger. All other sessions use Basic Data from manual event logging.
-- Session-level engagement summary -- Identifies session length distribution and merge efficiency SELECT session, player, ROUND(session_length_s / 60.0, 1) AS duration_min, total_events, orders_fulfilled, energy_refills, ROUND(items_merged * 1.0 / NULLIF(items_spawned, 0), 2) AS merge_ratio, max_tier_reached, churn_signal, data_type FROM session_summary ORDER BY session_length_s DESC;
| Session | Player | Duration | Events | Orders | Energy refills | Merge ratio | Max tier | Churn | Data type |
|---|---|---|---|---|---|---|---|---|---|
| S08 | P08 | 30.5 min | 1,561 | 128 | 69 | T5 | No | Rich | |
| S10 | P08 | 27.5 min | 1,602 | 144 | 70 | T5 | No | Rich | |
| S07 | P07 | 15.0 min | 520 | 39 | 21 | T5 | No | Basic | |
| S05 | P05 | 14.8 min | 632 | 37 | 32 | T5 | No | Basic | |
| S06 | P06 | 9.4 min | 453 | 39 | 17 | T5 | No | Basic | |
| S04 | P04 | 8.6 min | 414 | 47 | 25 | T4 | No | Basic | |
| S02 | P02 | 3.2 min | 64 | 3 | 2 | T4 | No | Rich | |
| S09 | P02 | 2.5 min | 68 | 4 | 3 | T5 | No | Rich | |
| S01 | P01 | 2.1 min | 63 | 8 | 2 | T3 | No | Basic | |
| S03 | P03 | 0.8 min | 16 | 2 | 0 | T1 | Yes | Basic |
Sessions cluster into two distinct groups: under 3 minutes (S01, S02, S03, S09) and over 8 minutes (S04–S08, S10). No middle ground exists. The industry median session is 3.1–3.5 min (GameAnalytics 2025) — 7 of 10 sessions crossed this threshold. The long cluster averaged 18+ minutes, placing them in the top 10% of industry session lengths. P08's two sessions at 30.5 and 27.5 minutes sit at the 99th percentile.
Identifying where and why players disengage. With n=10 sessions, this is directional — sufficient to form hypotheses for formal testing, not for statistical conclusions.
-- Identify sessions with churn signals and their characteristics -- Churn defined as: session_ended before first energy gate OR no merges completed -- Note: Churn_Signal in event_log marks friction shop_opens (S08/S10 only). -- Session-level churn comes from session_summary.churn_signal SELECT s.session, s.player, s.session_length_s, s.items_merged, s.max_tier_reached, s.churn_signal FROM session_summary s WHERE s.churn_signal = 'Y' OR s.session_length_s < 180 -- sessions under 3 min flagged for review ORDER BY s.session_length_s;
| Session | Player | Duration | Items merged | Max tier | Churn signal | Churn type |
|---|---|---|---|---|---|---|
| S03 | P03 | 49s | 0 | T1 | Yes | Hard churn — no merges completed, exited before first energy gate |
| S01 | P01 | 2m 5s | 16 | T3 | No | Short session — completed loop but did not return. No explicit churn signal. |
| S09 | P02 | 2m 32s | 26 | T5 | No | Mid-game recording — T5 already on board. Context: second session for P02. |
S03 is the only confirmed churn: 49 seconds, 0 merges completed, Tier 1 only. The player opened the game but did not discover the merge mechanic. This is consistent with three other players independently requesting a tutorial. The free-play start is not sufficient to orient all new players — particularly those without prior merge game experience.
The energy gate is the primary monetisation surface in the prototype. This analysis measures how reliably it triggers shop engagement and identifies friction vs aspiration context issues.
-- Measure energy gate conversion: energy_refilled → shop_opened -- Also captures voluntary vs friction-driven shop opens (Rich Data only) SELECT e.session, COUNT(CASE WHEN e.event_type = 'energy_refilled' THEN 1 END) AS energy_refills, COUNT(CASE WHEN e.event_type = 'shop_opened' THEN 1 END) AS shop_opens, COUNT(CASE WHEN e.event_type = 'shop_opened' AND e.shop_voluntary = 'Yes' THEN 1 END) AS voluntary_opens, COUNT(CASE WHEN e.event_type = 'shop_opened' AND e.shop_voluntary = 'No' THEN 1 END) AS friction_opens, e.data_type FROM event_log e GROUP BY e.session, e.data_type ORDER BY e.session;
| Session | Energy refills | Shop opens | Voluntary opens | Friction opens | Data type |
|---|---|---|---|---|---|
| S01 | 2 | 2 | — | — | Basic |
| S02 | 2 | 4 | — | — | Rich |
| S03 | 0 | 0 | — | — | Basic |
| S04 | 25 | 38 | — | — | Basic |
| S05 | 32 | 38 | — | — | Basic |
| S06 | 17 | 23 | — | — | Basic |
| S07 | 21 | 33 | — | — | Basic |
| S08 | 69 | 98 | 0 | 98 | Rich |
| S09 | 3 | 4 | — | — | Rich |
| S10 | 70 | 106 | 1 | 105 | Rich |
9 of 10 sessions triggered the energy gate and opened the shop. The monetisation moment is reliably produced. However, shop opens track energy refill events almost exactly across all sessions — meaning players open the shop because they're blocked, not because they want to spend. S08 had 0 voluntary opens (100% friction); S10 had just 1. First-purchase conversion will remain low until the shop can also be reached in an aspiration context. P08 flagged sell prices as too low relative to refill cost — an economy calibration signal surfaced independently, not in response to a prompt.
Rich Data sessions only (S08 + S10). Measures actual merge efficiency at each tier against the theoretical 2:1 baseline — since two items of tier N must be merged to produce one item of tier N+1, a perfectly efficient player would lose exactly 50% of items at each stage.
-- Tier progression funnel for Rich Data sessions (S08, S10) -- Compares actual merge counts to 2:1 theoretical baseline -- Efficiency < 100% indicates items consumed before reaching higher tiers WITH tier_counts AS ( SELECT session, 1 AS tier, COUNT(CASE WHEN event_type = 'item_spawned' THEN 1 END) AS item_count FROM event_log WHERE session IN ('S08', 'S10') GROUP BY session UNION ALL SELECT session, tier_after, COUNT(*) FROM event_log WHERE session IN ('S08', 'S10') AND event_type = 'item_merged' AND tier_after BETWEEN 2 AND 5 GROUP BY session, tier_after ) SELECT tier, SUM(item_count) AS actual_items, LAG(SUM(item_count)) OVER (ORDER BY tier) / 2 AS expected_items, ROUND( SUM(item_count) * 100.0 / (LAG(SUM(item_count)) OVER (ORDER BY tier) / 2), 0 ) AS efficiency_pct FROM tier_counts GROUP BY tier ORDER BY tier;
| Tier | Actual items | S08 | S10 | Expected (2:1 baseline) | Efficiency vs baseline |
|---|---|---|---|---|---|
| T1 Spawned | 1,424 | 705 | 719 | — | — |
| T2 First merge | 680 | 340 | 340 | 712 | 96% ✓ |
| T3 | 303 | 148 | 155 | 340 | 89% ✓ |
| T4 | 118 | 58 | 60 | 151 | 78% ↓ |
| T5 Max tier | 21 | 14 | 7 | 59 | 36% ✗ |
Players merge efficiently at T1–T3 (96% and 89% of theoretical baseline). The drop begins at T4 (78%) and collapses at T5: only 36% of the expected T5 items were produced. Players are consuming T4 items for lower-tier orders rather than investing them into T5 merges — rational behavior when there are no T5 orders to justify the investment. P08 raised this directly and independently: "Why no Lv5 order? What's the purpose of Lv5 item?" The data confirms the design gap.
Gold is the soft currency — earned by fulfilling orders, spent on energy refills (100 Gold = +10 Energy). This analysis tracks accumulation rate and spend patterns across the two Rich Data sessions to surface economy calibration signals.
-- Gold economy: earnings, spend, and net trajectory -- gold_start = gold_before of first event (FIRST_VALUE by timestamp) -- gold_end = gold_before of session_ended event (final snapshot before close) -- Rich Data sessions only (S08, S10) SELECT session, FIRST_VALUE(gold_before) OVER ( PARTITION BY session ORDER BY timestamp ) AS gold_start, MAX(CASE WHEN event_type = 'session_ended' THEN gold_before END) AS gold_end, SUM(CASE WHEN event_type = 'order_fulfilled' THEN gold_after - gold_before ELSE 0 END) AS gold_earned, SUM(CASE WHEN event_type = 'energy_refilled' THEN gold_before - gold_after ELSE 0 END) AS gold_spent, ROUND( AVG(CASE WHEN event_type = 'order_fulfilled' THEN gold_after - gold_before END), 1 ) AS avg_gold_per_order, COUNT(CASE WHEN event_type = 'order_fulfilled' THEN 1 END) AS orders_fulfilled FROM event_log WHERE session IN ('S08', 'S10') GROUP BY session;
| Session | Gold start | Gold end | Net change | Gold earned | Gold spent | Avg gold/order | Orders |
|---|---|---|---|---|---|---|---|
| S08 | 250 | 2,018 | +1,768 | 8,802 | 6,900 | 68.8 | 128 |
| S10 | 250 | 3,220 | +2,970 | 9,970 | 7,000 | 69.2 | 144 |
Both sessions show consistent Gold accumulation over time: S08 ended at 2,018 (+707%), S10 at 3,220 (+1,188%). Gold is earned at ~69 per order and spent at 100 per energy refill. The net positive trajectory means players are spending on energy but still accumulating surplus — which sounds healthy, but P08 flagged sell prices as "too low." The real signal is that players have Gold but not enough reasons to spend it beyond energy refills. The economy needs a second spend destination — which is exactly what the Pearl currency and T5 orders would provide.
P08 completed two full sessions (S08 and S10) using the embedded logger — the only player with two Rich Data sessions. This provides a within-player longitudinal view: how did engagement, efficiency, and economy behavior change across sessions? Note: no product changes were made between S08 and S10. This is a player learning curve analysis, not a pre/post test. A true pre/post is designed below.
-- Compare P08's two sessions across key engagement and economy metrics -- No product change between sessions — measures player learning curve SELECT session, ROUND(session_length_s / 60.0, 1) AS duration_min, orders_fulfilled, ROUND(orders_fulfilled * 60.0 / session_length_s, 2) AS orders_per_min, energy_refills, ROUND(orders_fulfilled * 1.0 / energy_refills, 2) AS orders_per_refill, merge_ratio, max_tier_reached, ROUND(events_per_minute, 1) AS events_per_min FROM session_summary WHERE player = 'P08' ORDER BY session;
Despite playing 3 minutes less in S10, P08 fulfilled 16 more orders — a 24.8% improvement in orders per minute. Event cadence also increased 13.7%, suggesting faster decision-making with board familiarity. T5 item production dropped by 50% (14→7), consistent with increasingly order-focused play: P08 learned to consume items at lower tiers for faster order turnover rather than investing in the T5 merge chain. Gold accumulation doubled to 3,220 — the economy accommodated high-volume play without breaking.
Each recommendation traces directly to a finding in the event log. Framing: data signal → LiveOps event design → success metric.