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  • Open Source

    • GoWind Admin (Admin Platform)
    • GoWind CMS (Content Management)
    • GoWind UBA (Behavior Analytics)
    • GoWind Shop (E-commerce)
    • GoWind Kanban (Kanban Boards)
    • GoWind Ledger (Personal Finance)
    • GoWind ShortPlay (Short Drama)
    • GoWind Ops (Operations Platform)
    • RushWind (Rust Ecosystem)
  • Open Core (Community + Enterprise)

    • GoWind OA (Office Collaboration)
    • GoWind ERP (Procure-to-Pay)
    • GoWind WMS (Warehousing)
  • Commercial

    • GoWind IM (Instant Messaging)
    • GoWind IoT (IoT Platform)
    • GoWind Edu (AI Education)
    • GoWind MES (Manufacturing Execution)
    • GoWind CDC (Data Pipeline)
    • GoWind SDP (Zero-Trust Gateway)
    • GoWind Quant (Quant Research)
    • GoWind Trade Radar (Export Sourcing)
    • GoWind Game Radar (Game Greenlight)
  • 简体中文
  • English
GitHub
Home
Framework
GoWind Toolkit
  • Open Source

    • GoWind Admin (Admin Platform)
    • GoWind CMS (Content Management)
    • GoWind UBA (Behavior Analytics)
    • GoWind Shop (E-commerce)
    • GoWind Kanban (Kanban Boards)
    • GoWind Ledger (Personal Finance)
    • GoWind ShortPlay (Short Drama)
    • GoWind Ops (Operations Platform)
    • RushWind (Rust Ecosystem)
  • Open Core (Community + Enterprise)

    • GoWind OA (Office Collaboration)
    • GoWind ERP (Procure-to-Pay)
    • GoWind WMS (Warehousing)
  • Commercial

    • GoWind IM (Instant Messaging)
    • GoWind IoT (IoT Platform)
    • GoWind Edu (AI Education)
    • GoWind MES (Manufacturing Execution)
    • GoWind CDC (Data Pipeline)
    • GoWind SDP (Zero-Trust Gateway)
    • GoWind Quant (Quant Research)
    • GoWind Trade Radar (Export Sourcing)
    • GoWind Game Radar (Game Greenlight)
  • 简体中文
  • English
GitHub
  • Introduction

    • GoWind UBA Product Introduction
  • Architecture Reference

    • UBA System Architecture
    • UBA Backend Module Overview
    • UBA Backend API Contract
    • UBA Frontend Architecture
  • Developer Guide

    • UBA Installation Guide
    • UBA Code Generation Pipeline Tutorial
    • Adding an External Service Tutorial
    • Adding a Business Entity Tutorial
    • Adding a Frontend Page Tutorial
  • Operations Guide

    • UBA Docker Deployment Guide
    • UBA Configuration Reference & Security Checklist
    • UBA PM2 Deployment Guide
    • UBA Superset BI Deployment Guide
  • Analyst Guide

    • Data Analyst Getting Started Guide
    • Basic Aggregation

      • Event Trend Analysis
      • Active Users Analysis
      • Group By Aggregation
    • Conversion & Paths

      • Funnel Analysis
      • Retention Analysis
      • Top Conversion Paths
      • Behavior Sequence Analysis
    • User Depth

      • Attribution Analysis
      • Distribution Analysis
      • User Segmentation
      • Click Heatmap
      • Interval Analysis
    • Lifecycle

      • User Lifecycle
      • Churn & Reactivation Analysis
      • New vs Returning Users
      • Matrix Quadrant Analysis
    • Revenue & Value

      • Revenue Analysis
      • Whale Tier (Payer Segmentation)
      • Historical LTV Analysis
    • Sessions & Anomalies

      • Session Analysis
      • Period-over-Period Comparison and Anomaly Detection
    • Gaming

      • Level Analysis (Game)
      • Server Retention (Game)
      • Online Stats Analysis (Game)
      • Economy Analysis (Game)
    • OLAP Cookbook
  • SDK Integration

    • Web SDK Integration Guide
    • C# SDK Integration Guide (Unity / Godot / .NET)
  • Appendix

    • UBA Appendix: Ports, Glossary, Known Limitations & FAQ

Level Analysis (Game)

Level Analysis (LevelAnalysis) reports each game level's pass rate, fail rate, stuck rate, and score distribution — the core model for numeric balance tuning and churn point localization. It corresponds to the backend AnalyticsService.LevelAnalysis.

Game-specific model. It depends on level events reported by the C# SDK (level_start / level_finish / level_fail) and the level field. See the C# SDK Integration Guide.


1. What Questions It Answers

  • Which level has the lowest pass rate? (stuck point, churn hot spot)
  • What is each level's 3-star rate (star3_rate)? Is the difficulty curve reasonable?
  • Where does the number of challengers drop sharply? (players churned en masse at the previous level)

2. Key Metrics

Each LevelStat (single level) contains:

MetricMeaning
attempt_countNumber of attempts (level_start)
finish_countNumber of completions (level_finish)
fail_countNumber of failures (level_fail)
pass_ratePass rate (finish / (finish+fail))
stuck_rateStuck rate (1 - pass_rate; higher = harder / churn point)
avg_scoreAverage score
star3_rate3-star rate (share with context['stars']==3)
player_countPlayers who challenged the level (distinct)

3. Backend API

gRPC: AnalyticsService.LevelAnalysis

FieldTypeDescription
time_rangeTimeRangeAnalysis time range
app_iduint32 (optional)Filter by app
level_idstring (optional)Specific level ID (empty = all levels)

Response LevelAnalysisResponse: levels[] (each LevelStat, sorted by player_count descending).

HTTP (admin proxy)

POST /admin/v1/analytics/level-analysis
Content-Type: application/json

{
  "timeRange": { "startMs": 1718169600000, "endMs": 1718774399000 }
}

4. Typical Scenarios

Difficulty curve tuning

Look at pass_rate and stuck_rate in level order: the ideal curve rises gradually and smoothly. A sudden jump in some level's stuck_rate indicates a difficulty cliff — lower that level's difficulty or strengthen guidance in the preceding levels.

Churn point localization

Watch how player_count decays along the levels: where the challenger count drops sharply between adjacent levels is the churn point, usually corresponding to a level with a high stuck_rate.

3-star rate evaluation

star3_rate reflects a level's challenge for top players. A too-high 3-star rate (everyone gets three stars) means it is too easy; a too-low one means the 3-star condition is too harsh.


5. Notes and Caveats

  • Depends on standard level events: level_start / level_finish / level_fail must be reported, with the level (level ID/name) field on the events, otherwise no statistics are possible.
  • 3-star rate depends on context: star3_rate reads from the event's context['stars'], so the client must report the star rating.
  • Pass rate basis: pass_rate = finish / (finish + fail), excluding unfinished in-progress attempts.
  • player_count decay is the key signal: pass rate alone is not enough; combine it with player-count decay to locate real churn points.

6. Related Documents

  • Server Retention
  • Economy
  • C# SDK Integration Guide
  • Data Analyst Getting Started Guide
  • Backend API Contract
Edit this page
Last Updated:: 11/3/26, 2:14 PM
Contributors: Bobo
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Server Retention (Game)