Notes
What we learned building a word game, written down properly. Word lists, puzzle generators, retention, and the bugs that only show up once real people are playing.
What makes a word puzzle hard, measured
Five of our levels were losing players at two to four times the rate of their neighbours. Fixing them meant finding out which ingredient of a board actually costs time.
· 6 min readThe fairness rule that starved our content
We made one promise about our puzzles: if the letters spell an obvious word, it is on the board. Then we counted how many sets of letters can actually keep that promise.
· 5 min readWe shipped a barcode scanner in a word game
For fifteen builds our Android app carried a barcode reader, two unused font families and a GraphQL client. We had written the line that was meant to keep them out.
· 5 min readOur daily puzzle left out words for 347 days
A player swipes a word that is plainly there on the wheel, the game says no, and something breaks between you. We had been doing that on almost every day of the year.
· 5 min readThere is no event for swiping an app away
We had a metric meaning "the app vanished during a video". It took three analyses to work out that it meant at least three different things.
· 5 min readA new Xcode shipped an app that could not launch
The first build we made with the new Xcode died at launch on every device running the new iOS. Nothing of ours ran, so nothing of ours reported it, and it read as churn.
· 5 min readWe asked for notifications earlier and got fewer
Our permission ask sat behind a level about half of new players never reach. Moving it earlier is the obvious fix. We shipped it, and it halved the number who said yes.
· 6 min readOne animation loop costs the same as ten
Left on a desk, our game kept redrawing sixty times a second. We switched off one of the eight animations running on that screen and measured again. Nothing moved.
· 7 min readYour crash-free rate is lying to you
One Monday our Android crash-free rate fell 8.8 points. The crash was real and the stack trace was real, but almost none of it was happening to anyone with a phone.
· 6 min readOur retention magic number was a mirage
Players who cleared six levels in their first session came back at roughly double the rate. So we made more players clear six levels. Retention didn't move at all.
· 7 min readWord search generators print wrong answer keys
We switched off one check in our puzzle maker and ran it twenty thousand times. Thirty-seven per cent of the grids hid a word somewhere the answer key never mentioned.
· 6 min readThe two rules that make a crossword a crossword
Take either rule out of our generator and the grids still look fine. They are not fine: 78% and 98% of them hide a run of letters that nobody wrote a clue for.
· 6 min readWhy your word game’s dictionary is lying to you
Our Scrabble helper once told a player that REQUIZ was their best move. Here is why every open word list will do that to you, and the cheap fix.
· 4 min readWhat this is
No roadmap, no release notes, no announcements. Each of these is one specific thing that went wrong while we were building a word game, written up properly: what broke, how often, what we did about it, and what the fix still does not handle.
The word tools are free and the game is the thing all of this is in aid of.