Product design · Game onboarding · Footpump

Helping the first game
lead to another.

Turning an intuition about learning into a measured onboarding experience—and giving more players a reason to keep playing.

66% → 43%Players who played
exactly one game
−23 ppChange in the
one-game share
83.15%Reached the final event
after starting onboarding

Before-and-after figures describe the supplied two-week windows. Onboarding completion is measured separately from repeat play.

01 · The starting point

A game with rules—and no introduction.

Footpump had launched without an onboarding experience. Players entered a game whose rules took some understanding, and our experience suggested that a little guidance could help them make sense of it.

That gave us a design hypothesis: if players understood the game more clearly, more of them might choose to play again. Before designing the tutorial, we needed a way to see whether that hypothesis held up after launch.

02 · Define success

Measure what happened after the first game.

We chose a behavioural measure close to the problem: the distribution of games played per user. Among the people who played Footpump, what share played once, twice, or more?

We measured a two-week window before onboarding launched. 66% of players had played exactly one game, while 15% had played two. The concentration in the first bucket gave us a clear baseline for the work.

Our intended outcome was a lower share of one-game players and a shift toward more games per player. The tutorial itself would also need to be easy to get through, so we treated step conversion as a separate diagnostic measure.

The baseline: most players stopped at one game

Two weeks before launch
66%Played exactly one game
15%Played exactly two games

Share of players in the supplied pre-launch window. The complete distribution is compared with the post-launch window below.

The baseline helped turn a design intuition into a specific, observable success measure.
03 · Design & testing

Ask players to explain the game back.

We designed the onboarding flow, then tested it through game sessions and interviews. A central prompt was simple:

“Explain the game to us again, in your own words.”

Asking people to describe the rules gave us a way to check what they had understood. We used those conversations and the game tests to revise the flow before releasing the final version.

The design work and measurement plan served the same question: could the introduction help people understand enough to continue playing?

From assumption to a testable experience

The design process
01 / Hypothesis

Make the rules easier to understand

The game had no tutorial. We expected guided learning to make the experience more approachable.

02 / Test

Listen to the player’s explanation

Game tests and interviews checked how players understood and described the game.

03 / Refine

Revise, release, and measure

We refined the onboarding, then monitored its steps alongside the repeat-play distribution.

The process connected a learning hypothesis to observed player behaviour.
04 · The final flow

Make the journey measurable, step by step.

The final design moves from right to left. Each measured step has a corresponding event label, connecting the screen sequence to the conversion data.

We tracked the transition into onboarding, the AF1–AF22 sequence, and the gift-pack events at the end. This let us look for individual points where people might struggle or leave, rather than relying only on one completion number.

The final flow teaches inside a practice match. A coach explains the current situation while highlights and hand cues direct attention to the relevant part of the game: the scoreboard, the player’s hand, the opponent’s cards, or the next action.

The sequence builds from selecting and comparing cards to specialty bonuses and energy allocation. Players see those rules alongside the resulting round outcomes. At the end, the gift pack provides a handoff from practice to the main game.

The final onboarding flow

Original product screens
Select a screen to inspect it.Read from right to left ←
Original Persian interfaces. The step labels connect the design to the measured events.
05 · Watch the journey

The biggest drop happened before learning began.

Of 19,606 users in the initial pool, 17,470 pressed Start: 89.11% entered the tutorial. That first transition accounted for a 10.89% drop, the largest in the flow.

Our interpretation was that some people had clicked into Footpump out of curiosity and were not ready to begin a tutorial. The funnel identifies where they left; that explanation remains the team’s interpretation of the behaviour.

After Start, every measured transition converted between 97.36% and 99.93% of users from the preceding step. There was no later drop of a similar size. The largest later declines were about 2.64% at AF15 and 2.63% at AF2—useful places to keep watching as the experience evolved.

Where people continued—and where they left

25 measured transitions

Users reaching each event ÷ users at the previous event. The first point uses all 19,606 users as its denominator.

Hover, tap, or focus a point for details.Start on the left →

Scroll sideways to explore all 25 events.

Conversion from the previous onboarding stepRead left to right. Start converts 89.11 percent of all users. The remaining transitions range from 97.36 to 99.93 percent. Each point is a separate transition, not cumulative completion.0%25%50%75%100%Start: 89.11% from previous step; 17,470 users; 10.89% drop-off89.11%StartAF1: 99.93% from previous step; 17,458 users; 0.07% drop-offAF1AF2: 97.37% from previous step; 16,999 users; 2.63% drop-off97.37%AF2AF3: 99.32% from previous step; 16,883 users; 0.68% drop-offAF3AF4: 99.29% from previous step; 16,763 users; 0.71% drop-offAF4AF5: 99.36% from previous step; 16,656 users; 0.64% drop-offAF5AF6: 99.04% from previous step; 16,496 users; 0.96% drop-offAF6AF7: 99.76% from previous step; 16,457 users; 0.24% drop-offAF7AF8: 99.80% from previous step; 16,424 users; 0.20% drop-offAF8AF9: 99.69% from previous step; 16,373 users; 0.31% drop-offAF9AF10: 99.65% from previous step; 16,316 users; 0.35% drop-offAF10AF11: 99.64% from previous step; 16,258 users; 0.36% drop-offAF11AF12: 99.07% from previous step; 16,106 users; 0.93% drop-offAF12AF13: 99.67% from previous step; 16,053 users; 0.33% drop-offAF13AF14: 99.46% from previous step; 15,966 users; 0.54% drop-offAF14AF15: 97.36% from previous step; 15,545 users; 2.64% drop-off97.36%AF15AF16: 99.57% from previous step; 15,478 users; 0.43% drop-offAF16AF17: 99.86% from previous step; 15,457 users; 0.14% drop-offAF17AF18: 99.73% from previous step; 15,416 users; 0.27% drop-offAF18AF19: 99.74% from previous step; 15,376 users; 0.26% drop-offAF19AF20: 99.23% from previous step; 15,258 users; 0.77% drop-offAF20AF21: 97.93% from previous step; 14,942 users; 2.07% drop-off97.93%AF21AF22: 97.97% from previous step; 14,638 users; 2.03% drop-offAF22Gift pack: 99.80% from previous step; 14,609 users; 0.20% drop-offGiftpackOpen gift: 99.43% from previous step; 14,526 users; 0.57% drop-offOpengiftOnboarding progression · read from left to right →
89.11%Entered the tutorial from the initial user pool
97.36–99.93%Conversion at each subsequent transition
83.15%Reached the final event after pressing Start

The CSV’s Percentage column is cumulative against all users. This chart recalculates the previous-step rate from UserCount. The final event represents 14,526 users: 74.09% of all users and 83.15% of the 17,470 who started.

View all 25 transitions and source percentages
EventUsersFrom previousDrop-offOf all users
V1_OnboardingBtnStart17,47089.11%10.89%89.11%
V1_OnboardingAF117,45899.93%0.07%89.04%
V1_OnboardingAF216,99997.37%2.63%86.70%
V1_OnboardingAF316,88399.32%0.68%86.11%
V1_OnboardingAF416,76399.29%0.71%85.50%
V1_OnboardingAF516,65699.36%0.64%84.95%
V1_OnboardingAF616,49699.04%0.96%84.14%
V1_OnboardingAF716,45799.76%0.24%83.94%
V1_OnboardingAF816,42499.80%0.20%83.77%
V1_OnboardingAF916,37399.69%0.31%83.51%
V1_OnboardingAF1016,31699.65%0.35%83.22%
V1_OnboardingAF1116,25899.64%0.36%82.92%
V1_OnboardingAF1216,10699.07%0.93%82.15%
V1_OnboardingAF1316,05399.67%0.33%81.88%
V1_OnboardingAF1415,96699.46%0.54%81.43%
V1_OnboardingAF1515,54597.36%2.64%79.29%
V1_OnboardingAF1615,47899.57%0.43%78.95%
V1_OnboardingAF1715,45799.86%0.14%78.84%
V1_OnboardingAF1815,41699.73%0.27%78.63%
V1_OnboardingAF1915,37699.74%0.26%78.42%
V1_OnboardingAF2015,25899.23%0.77%77.82%
V1_OnboardingAF2114,94297.93%2.07%76.21%
V1_OnboardingAF2214,63897.97%2.03%74.66%
V1_OnboardingGiftPack14,60999.80%0.20%74.51%
V1_OnboardingGiftPackOpened14,52699.43%0.57%74.09%

Initial pool: All Users = 19,606 (100%). Counts and cumulative percentages: Each step.csv. Previous-step conversion and drop-off are calculated from those counts.

A dotted line with a point for every measured event. Start is on the left; subsequent events progress to the right.
06 · The outcome

More play after onboarding launched.

We measured the same games-per-user distribution during a two-week window after launch. The share who played exactly one game fell from 66% to 43%, a reduction of 23 percentage points.

The share who played twice rose from 15% to 18%, and the share who played three times rose from 7% to 10%. The broader distribution also moved toward more games per player.

Fewer players stopped after their first game

Before / after launch

Share of players by number of games played, measured over two weeks before launch and two weeks after launch.

Before onboardingAfter onboarding
Games played per user before and after onboardingGrouped bars compare two-week windows. One game fell from 66 to 43 percent, two games increased from 15 to 18 percent, and three games increased from 7 to 10 percent.0%20%40%60%80%1 game · Before: 66%66%1 game · After: 43%43%12 games · Before: 15%15%2 games · After: 18%18%23 games · Before: 7%7%3 games · After: 10%10%34 games · Before: 3%3%4 games · After: 5%5%45 games · Before: 2%2%5 games · After: 4%4%56 games · Before: 1%1%6 games · After: 3%3%67 games · Before: 1%1%7 games · After: 2%2%78 games · Before: 1%1%8 games · After: 1%1%89 games · Before: 0%0%9 games · After: 0%0%910 games · Before: 1%1%10 games · After: 2%2%1011+ games · Before: 0% (sum of rounded rows)≈0%11+ games · After: 7% (sum of rounded rows)≈7%11+Number of games played per user within each two-week window
66% → 43%Played exactly one game · −23 percentage points
15% → 18%Played exactly two games · +3 percentage points
7% → 10%Played exactly three games · +3 percentage points

Values are the whole-percent figures supplied in the CSVs, without normalization. They total 97% before and 95% after; 0% is a reported rounded value, not proof of no users. ≈ marks the approximate 11+ totals, calculated by summing rounded rows for 11 or more games. Cohort sizes and exact dates were not supplied.

View the complete before-and-after source distribution
Games playedBeforeAfter
166%43%
215%18%
37%10%
43%5%
52%4%
61%3%
71%2%
81%1%
90%0%
101%2%
110%1%
120%1%
130%1%
140%1%
150%0%
160%0%
170%1%
180%1%
190%1%
200%0%
210%0%
220%0%
230%0%
240%0%
250%0%
26—0%
270%0%
280%0%
290%—
30—0%
310%0%
320%0%
330%—
340%0%
350%—
360%0%
370%0%
380%0%
39—0%
400%0%
410%0%
420%—
430%—
440%—
46—0%
470%—
48—0%
490%—
52—0%
53—0%
540%—
550%0%
560%—
57—0%
58—0%
59—0%
61—0%
62—0%
63—0%
65—0%
67—0%
700%—
74—0%
810%—
830%—
870%—
890%—
920%—
930%—
100—0%
1010%—
1020%—
105—0%
110—0%
1130%—
122—0%
124—0%
142—0%
149—0%
1580%—

— means the game-count row is absent from that source file; it has not been replaced with zero. All rows, including the long tail, are preserved here. Sources: Before_Onboarding.csv and After_Onboarding.csv.

The one-game share fell by 23 percentage points. The distribution shifted toward playing more games after onboarding launched.
07 · What changed

The introduction supported a stronger start.

The post-launch results moved in the direction we had defined as success: fewer people stopped after one game, and more appeared in the repeat-play buckets. Alongside the high conversion through the teaching steps, this gave us a positive signal for the onboarding experience.

23 percentage points fewer one-game players.A clearer introduction was followed by a stronger repeat-play pattern.

The useful lesson was to define the behavioural outcome before designing. Game tests helped us refine the learning experience; step conversion helped us locate friction; the before-and-after distribution helped us judge whether the overall behaviour improved.

This was a before-and-after comparison, so it does not isolate onboarding as the sole cause of the change. It does show that the measured outcome improved after launch—and gives us a concrete basis for the next iteration.

Measurement notes: before and after each cover two weeks, as reported by the project author. The supplied distributions contain rounded percentages, with no cohort counts or exact dates. No statistical-significance or long-term-retention claim is made. Onboarding event counts come from a separate funnel export.