Turning an intuition about learning into a measured onboarding experience—and giving more players a reason to keep playing.
Product design → Behavioural measurementA Footpump case study · 7 min read
Focus Game comprehension & repeat playMethod Game testing & interviewsMeasurement Two weeks before / after
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 ←
01 · Start the tutorial
V1_OnboardingBtnStart89.11% from previous · 17,470 users
The invitation explains the tutorial and offers a clear starting action.
02 · Meet the coach
V1_OnboardingAF199.93% from previous · 17,458 users
A coach introduces the practice experience.
03 · Understand the score
V1_OnboardingAF297.37% from previous · 16,999 users
The scoreboard is highlighted within the game.
04 · Your starting hand
V1_OnboardingAF399.32% from previous · 16,883 users
The tutorial points to the player’s cards.
05 · See the opponent’s hand
V1_OnboardingAF499.29% from previous · 16,763 users
The opponent’s cards are introduced in context.
06 · Choose a card
V1_OnboardingAF599.36% from previous · 16,656 users
A hand points to the card selection area.
07 · Confirm the card
V1_OnboardingAF699.04% from previous · 16,496 users
The selected card is ready for confirmation.
08 · Compare card power
V1_OnboardingAF799.76% from previous · 16,457 users
The two selected cards are compared.
09 · Understand the first result
V1_OnboardingAF899.80% from previous · 16,424 users
The coach explains the comparison.
10 · Review the round
V1_OnboardingAF999.69% from previous · 16,373 users
The result remains visible alongside the explanation.
11 · Follow the score
V1_OnboardingAF1099.65% from previous · 16,316 users
The scoreboard connects the round result to match progress.
12 · Choose the next card
V1_OnboardingAF1199.64% from previous · 16,258 users
The next card selection continues the practice.
13 · Learn the specialty bonus
V1_OnboardingAF1299.07% from previous · 16,106 users
The specialty bonus is shown on the matchup.
14 · Compare the adjusted power
V1_OnboardingAF1399.67% from previous · 16,053 users
The tutorial explains the resulting card power.
15 · Win the round
V1_OnboardingAF1499.46% from previous · 15,966 users
The next round result reinforces the example.
16 · Try another matchup
V1_OnboardingAF1597.36% from previous · 15,545 users
Another matchup demonstrates the specialty rule.
17 · Read both specialties
V1_OnboardingAF1699.57% from previous · 15,478 users
Both specialties are visible on the selected cards.
18 · Prepare for the next round
V1_OnboardingAF1799.86% from previous · 15,457 users
The coach guides the next decision.
19 · Track the remaining rounds
V1_OnboardingAF1899.73% from previous · 15,416 users
The remaining rounds are highlighted.
20 · Allocate energy
V1_OnboardingAF1999.74% from previous · 15,376 users
A slider introduces the energy allocation decision.
21 · Review the energy outcome
V1_OnboardingAF2099.23% from previous · 15,258 users
The round result follows the energy choice.
22 · Try the energy decision
V1_OnboardingAF2197.93% from previous · 14,942 users
The player makes another energy allocation.
23 · Finish the practice match
V1_OnboardingAF2297.97% from previous · 14,638 users
The final practice result leads to the reward.
24 · Receive the gift pack
V1_OnboardingGiftPack99.80% from previous · 14,609 users
A gift pack marks the end of the practice sequence.
25 · Open the gift pack
V1_OnboardingGiftPackOpened99.43% from previous · 14,526 users
The opened pack reveals the reward cards.
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.
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
Event
Users
From previous
Drop-off
Of all users
V1_OnboardingBtnStart
17,470
89.11%
10.89%
89.11%
V1_OnboardingAF1
17,458
99.93%
0.07%
89.04%
V1_OnboardingAF2
16,999
97.37%
2.63%
86.70%
V1_OnboardingAF3
16,883
99.32%
0.68%
86.11%
V1_OnboardingAF4
16,763
99.29%
0.71%
85.50%
V1_OnboardingAF5
16,656
99.36%
0.64%
84.95%
V1_OnboardingAF6
16,496
99.04%
0.96%
84.14%
V1_OnboardingAF7
16,457
99.76%
0.24%
83.94%
V1_OnboardingAF8
16,424
99.80%
0.20%
83.77%
V1_OnboardingAF9
16,373
99.69%
0.31%
83.51%
V1_OnboardingAF10
16,316
99.65%
0.35%
83.22%
V1_OnboardingAF11
16,258
99.64%
0.36%
82.92%
V1_OnboardingAF12
16,106
99.07%
0.93%
82.15%
V1_OnboardingAF13
16,053
99.67%
0.33%
81.88%
V1_OnboardingAF14
15,966
99.46%
0.54%
81.43%
V1_OnboardingAF15
15,545
97.36%
2.64%
79.29%
V1_OnboardingAF16
15,478
99.57%
0.43%
78.95%
V1_OnboardingAF17
15,457
99.86%
0.14%
78.84%
V1_OnboardingAF18
15,416
99.73%
0.27%
78.63%
V1_OnboardingAF19
15,376
99.74%
0.26%
78.42%
V1_OnboardingAF20
15,258
99.23%
0.77%
77.82%
V1_OnboardingAF21
14,942
97.93%
2.07%
76.21%
V1_OnboardingAF22
14,638
97.97%
2.03%
74.66%
V1_OnboardingGiftPack
14,609
99.80%
0.20%
74.51%
V1_OnboardingGiftPackOpened
14,526
99.43%
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
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 played
Before
After
1
66%
43%
2
15%
18%
3
7%
10%
4
3%
5%
5
2%
4%
6
1%
3%
7
1%
2%
8
1%
1%
9
0%
0%
10
1%
2%
11
0%
1%
12
0%
1%
13
0%
1%
14
0%
1%
15
0%
0%
16
0%
0%
17
0%
1%
18
0%
1%
19
0%
1%
20
0%
0%
21
0%
0%
22
0%
0%
23
0%
0%
24
0%
0%
25
0%
0%
26
—
0%
27
0%
0%
28
0%
0%
29
0%
—
30
—
0%
31
0%
0%
32
0%
0%
33
0%
—
34
0%
0%
35
0%
—
36
0%
0%
37
0%
0%
38
0%
0%
39
—
0%
40
0%
0%
41
0%
0%
42
0%
—
43
0%
—
44
0%
—
46
—
0%
47
0%
—
48
—
0%
49
0%
—
52
—
0%
53
—
0%
54
0%
—
55
0%
0%
56
0%
—
57
—
0%
58
—
0%
59
—
0%
61
—
0%
62
—
0%
63
—
0%
65
—
0%
67
—
0%
70
0%
—
74
—
0%
81
0%
—
83
0%
—
87
0%
—
89
0%
—
92
0%
—
93
0%
—
100
—
0%
101
0%
—
102
0%
—
105
—
0%
110
—
0%
113
0%
—
122
—
0%
124
—
0%
142
—
0%
149
—
0%
158
0%
—
— 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.