I am using the achievements mainly to track how far people get in the game.
Like pretty much everyone finishes the tutorial.
But only about 75% get to have a Force Cube.
Only 59% get the gun. And it keeps decreasing like that to about 15% in the end. Most people seem to get lost at the blue crystal facility.
There are 2 problems:
1: I added the achievements a bit too late so that a huge chunk of people played without them, so they are not counted and the numbers are now lower than they should be.
2: It's depressing to know how few people actually get to the point you're currently trying to work on. When you know you just work for the remaining 10-20% of the players it's hard to be motivated. That makes me want to streamline the game a little more, so that more people reach the later parts.
But I don't know if they leave because it's too hard or because they are bored.
But the question how much love you put into late-game-content is one every studio has to deal with. You must not drop the quality, but it's sort of not paying back.
These are the numbers of how many people finished those games and how long it took on average:
10% - 24h - Shadow Tactics
11% - 13h - Psychonauts
13% - 10h - Fieldrunners 2
13% - 100h - Factorio
15% - 10h - Thief
20% - 45h - Metal Gear Solid 5
22% - 31h - GTA 5
23% - 13h - Half Life 2
27% - 49h - Witcher 3
28% - 8h - Ori and the blind forest
41% - 8h - Portal 2
43% - 12h - Sherlock Holmes, Crimes & Punishments
46% - 13h - Rise of the Tomb Raider
48% - 7h - SteamWorld Dig 2
60% - 4h - Firewatch
Being in the 20's is normal for most games. Only few outstanding games get over 40% of their players to get to the end.
But it's of course also dependent on the difficulty. Tomb Raider and Firewatch are so easy, they nearly play themselves and Firewatch is also by far the shortest game on the list. So the numbers mean different things for every game. Shadow Tactics is very hard to get through so not surprising it has only 10% finishing.
Supraland currently has a playtime of about 8-15hours and is pretty hard in some places. So maybe I should throw in some more hints for the harder parts? What I definitely should do is make the facility easier. It drops from like 40 to 16% between the locker room and the blue crystal.
Are you a player that stopped playing Supraland at some point? I guess those players will not be reading Dev Blogs. But if you are, I would be super interested to know where you lost interest to play and why.
I'd also like to know which parts in the facility were the hardest to figure out for you?
Thanks!
EDIT: was just told that many people stopped to wait for the finished game. Ok... I didn't take that into account that you don't quite want to play an unfinished SP game.
