Public Demo Release & Analytics

I've been working on ASS but haven’t updated this log in a while due to a demanding quarter at work. There are a couple of cool additions, improvements, and most of all—DATA!
I made an impromptu decision to put the game up on Itch to see if there would be any interest. I was hoping for some feedback and a few downloads—mostly to build motivation for myself, but also to gather data. My corporate job emphasizes measuring impact and growth for a big data web product, and I’ll be applying those skills to improve this game over time. Visit the page on itch.io here.
Itch.io Download Conversion
The page initially converted at 9.6% (409/4,248) with just a feature list. As visibility dropped, I added inline images and a poster with boobs at the bottom. Conversion jumped to 16.2% (345/2,127), a 69%(nice) relative increase. If you're on Itch.io, visuals in the body itself are low-effort and apparently high impact.
Tutorial Funnel – Total Conversion & Drop-off Rate
Hypothesis and Action
Soo.. yeah in about 48 hours (I launched around 7pm PT on April 1st and it’s now 7pm PT on April 3rd) the game has been downloaded 1,100 times!
There are two drop-offs that are most notable:
- Step 7: Discard Box
- Step 16: Reach Level 2
(12% drop-off) Players, on average, spend around 1 minute on this step. Considering it is arguably the easiest step to complete, this is concerning and obviously a problem during the tutorial. In order to complete this step, players must carry the now-empty box to the dumpster and throw it away. My hypothesis is that players are not finding the dumpster in ~1 minute and are giving up. To solve this, I have moved the dumpster to the front of the building and will watch the metrics to see if this improves the completion rate.
(17% drop-off) One of the longest steps to complete is reaching level 2. After the tutorial walks the player through the basic mechanics, it instructs the player to reach level 2 by stocking the shelves and selling more products. I'm not surprised that this has a high drop-off rate as it’s the first moment of "grind" in the game. I will be adding a reward for this step (free nsfw poster or some shit) in the hopes it incentivizes players to keep going. After all, I assume that most players are downloading this game to work for the NSFW shit.
Changelog for v0.1.6
- Based on feedback about the control scheme, I cloned the keyboard/mouse controls from other store sim games since that’s what playtesters expected.
- Made a few UI style changes based on playtester feedback.
- Shipping boxes are now weighted relative to the number of products inside, giving a more realistic feel when thrown.
- Improved the tutorial by adding mess cleanup, fixing a bug that prevented completion, and adding more hints to help players get started.
- Added descriptions to the stats table to help explain what each stat means.
- Modified the customer spawn rate to scale more slowly, as the store was getting too busy too quickly. Still doesn’t feel quite right, so I’ll keep tweaking it.
- In preparation for listing on Itch (which has a 1GB maximum), I compressed all poster images. This reduced color saturation, but I wanted to retain all 1,000 poster images, so it was a necessary trade-off. The bundle size dropped from a whopping 5GB (lol) to under 700MB.
- Added in-game metrics. These are anonymous emissions of game events like TutorialStepCompleted and StoreLeveledUp, which will help me understand where players are getting stuck—and hopefully why they stop playing.
I’ll report back on these experiments. Thanks for playing!