← All work

Hitwicket · New-Player Progression & Matchmaking

Redesigning new-player progression and matchmaking difficulty to lift D7 retention by 2 points

role
Game Designer
team
10 people
duration
2 months
platform
Mobile (iOS / Android)

tl;dr

New players were leaving before the game got good. I redesigned their first 155 matches: difficulty that adapts ball by ball, opponents generated to fit, and narrative templates that keep every early game close. D7 retention rose 2 percentage points.

After the rollout, the Early Game System showed strong signs of success.

D7 retention
+2 pts
Level design efficiency
+90%
Levels generated
150+
Hitwicket Superstars team lobby at night, the squad lined up on the pitch

setting the context 👇

What is Hitwicket?

Hitwicket Superstars is a multiplayer cricket strategy game on mobile with 15M+ players. You build a squad, play matches against other players ball by ball, and climb leagues together with your alliance.

Hitwicket Superstars key art: the cast of cricketers around the Hitwicket logo

The problem

New players were winning, but they weren't feeling anything.

Our D7 retention was lagging. Players dropped off before experiencing the real magic of the game because the first 7 days lacked emotional stakes. 3 things were killing the excitement...

  • 1. Predictability

    Matches felt flat. You either won easily or lost badly.

  • 2. No Narrative

    There was no "story" to the matches—just numbers going up.

  • 3. Scale

    Hand-crafting 150 unique, dramatic matches for every user was impossible.

What's the goal?

Player goal
Turn the onboarding phase into a sports movie: bridge the gap between "playing a game" and "feeling the pressure of a real sport."
Business goal
Lift D7 retention by keeping new players through their first week, without hand-building 150+ levels to do it.
A batter celebrating a last-ball win, arms wide, the crowd on its feet behind him
The feeling we were designing for.

The core loop

adjustNew player · sourceNew playerNarrative template · converterNarrative templateMatch tension · poolMatch tensionRig · gone flat? · gateRig · gone flat?Clutch win · drainClutch winSquad gen · C–S · converterSquad gen · C–SNext-ball difficulty · poolNext-ball difficulty
The New-Player Progression & Matchmaking loop, simplified.

setting the scene 👇

What I owned

As the game designer on it, I designed for how a match feels, not just how its numbers add up.

I owned the design of the difficulty rigs, the narrative templates, the opponent squad generator and the level configurator, and prototyped the generator's logic in a Jupyter notebook.

I treated the level design as a narrative problem, not just a math one. I asked...

"How can we code 'nervousness'?" "Can a system act like a movie director?"

getting into the design 👇

Key design decisions

With this mindset, there were 3 pivotal systems that transformed the early game.

  • 01 The "Close Matches Rigs"

    Dynamic difficulty, ball by ball. I designed a system that reads the match at the start of every over and sets the next balls' difficulty from the required run rate. It builds pressure (tougher balls), then opens a "hero moment" (easier ones), so a new player's match stays close and winnable. Guardrails: it targets a 95% win rate for onboarding, the fixed-outcome lock only applies in the first 30 matches, and after 155 matches players move to normal league matchmaking.

    RigRequired run rateThe deckHow it feels
    Rig 1≥ 16🟢🟢🟢🟢🟢🟢"Hope" — high-scoring chances keep them in the game.
    Rig 214 – 16🟢🟢🟢🟢🟢🟡"Momentum" — still easy, with slight variation.
    Rig 312 – 14🟢🟢🟢🟢🟡🟡"Flow" — the standard good over for a skilled player.
    Rig 410 – 12🟢🟢🟡🟡🟡🔴"Balanced" — the turning point. One mistake can cost a wicket.
    Rig 58 – 10🟢🟡🟡🔴🔴🔴"Pressure" — the system starts fighting back.
    Rig 66 – 8🟡🔴🔴🔴🔴🔴"The Wall" — almost no loose deliveries. Forces defence.
    Rig 7< 6🔴🔴🔴🔴🔴🔴"Panic" — maximum difficulty. Every ball is a risk.
    The seven rigs. The required run rate picks the rig; the rig deals the over.
  • 02 Narrative Templates

    Shifting focus from Difficulty to Emotion. Instead of just "Easy/Medium/Hard," I designed emotional archetypes. The Comeback: You start losing, then the system hands you momentum. The Trap: Starts easy, suddenly gets hard, ends with a nail-biter. Tug of War: Constant back-and-forth tension.

    OversWhat the player feelsWhat the system doesRigs used
    1 – 3"Uh oh, this is tricky."High run rate: early wickets forced to create doubt.4, 5, 6, 7
    4 – 7"I'm getting back in it."Relief: run rate drops to a manageable 8–12.3, 4, 5, 6
    8"I can actually do this!"Momentum shift: an easy over to boost confidence.1, 2, 3, 4
    9 – 10"Holy cow, so close!"Clutch finish: a scripted tight win.All (1 – 7)
    One template, The Trap, over by over.
  • 03 The opponent squad generator

    Infinite Opponents, Perfect Balance. To support 150+ matches, I designed a generator that builds opponent squads on demand, and prototyped its logic in a Jupyter notebook. Logic: It pulls from 4 Player Tiers (C to S) and adjusts the Power Ratio (e.g., 1.4x bowler strength for "Survival" levels). Result: Opponents that feel distinct and "human" without manual entry.

and for the team

Built to be configured

An internal tool that let us build levels in seconds

I designed a modular Level Configurator that allowed us to "plug and play" match variables. This turned a complex backend system into a 30-second task for designers.

looking back

What did I learn?

This project taught me that emotions can be engineered.

Moving from static level design to systems thinking showed that you don't need randomness to create excitement, you just need the right rules.

Players don't need randomness, they need drama. This system let us engineer the feeling of a last-ball victory.

the receipts

next case study →LUX · Combat System & Hero Design