Hitwicket · New-Player Progression & Matchmaking
Redesigning new-player progression and matchmaking difficulty to lift D7 retention by 2 points
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+

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.

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.

The core loop
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.
Rig Required run rate The deck How it feels Rig 1 ≥ 16 🟢🟢🟢🟢🟢🟢 "Hope" — high-scoring chances keep them in the game. Rig 2 14 – 16 🟢🟢🟢🟢🟢🟡 "Momentum" — still easy, with slight variation. Rig 3 12 – 14 🟢🟢🟢🟢🟡🟡 "Flow" — the standard good over for a skilled player. Rig 4 10 – 12 🟢🟢🟡🟡🟡🔴 "Balanced" — the turning point. One mistake can cost a wicket. Rig 5 8 – 10 🟢🟡🟡🔴🔴🔴 "Pressure" — the system starts fighting back. Rig 6 6 – 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.
Overs What the player feels What the system does Rigs 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
