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Improve KPIs with confidence

Braintelligence combines every relevant data source to uncover visible and hidden friction points, estimate likely KPI impact, and prioritize what to fix next.

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Studios already improving their KPIs with Braintelligence
A 360° VIEW OF YOUR GAME

Where every data point comes together to explain your KPIs

Braintelligence collects, creates, and connects every layer of player data to reveal what drives or hurts your KPIs—then turns those friction points into a clear action plan.

Analytics
KPIs, funnels & cohorts
Playtests
Session recordings
Player Feedback
Surveys & community
Crash & QoE
Technical health
Biometrics
EEG, GSR & HRV
Expert Review
Heuristic analysis
AI
High ImpactA-102
Random booster outcome works against player intent and quietly reduces joy
-6%
Engagement
Insight: Most boosters increase positive emotion when used, but one random-target booster produces the opposite effect. Instead of helping the player's active goal, it often hits irrelevant tiles, creating a subtle feeling of lost control. Players do not necessarily report this mechanic as a problem afterward, but the biometric pattern shows that it weakens enjoyment at the exact moment the booster is meant to create delight.
NeuroanalyticsPlaytesting
Anna's Garden gameplay insight
Suggestion: Keep the randomness, but bias it toward player-relevant targets so the booster still feels surprising without working against the user's intention or reducing their sense of mastery.
High ImpactA-103
New mechanics appear before the previous mechanic has been internalized
-9%
Onboarding completion
Insight: The game introduces additional mechanics while players are still learning and stabilizing the previous one. This creates mechanic stacking: activation rises, but flow drops, hesitation increases, and the learning experience becomes cognitively heavier than necessary. Players are often still enjoying the previous mechanic, but the next layer arrives before confidence is built, turning progression into overload.
Expert AnalysisNeuroanalytics
Chronigam gameplay insight
Suggestion: Gate each new mechanic behind demonstrated comfort with the previous one, and introduce complexity one variable at a time so novelty supports mastery instead of interrupting it.
High ImpactA-104
Level 2 churn is linked to an intermittent Null Reference Exception crash
-13%
Early churn
Insight: Analytics shows a clear churn spike in level 2. When this pattern is matched with QoE signals, the most likely cause is not level design or difficulty, but a technical bug: in some sessions, level 2 appears to trigger a crash related to a Null Reference Exception. This means a portion of users are dropping at that point not because of gameplay friction, but because the app is failing during progression.
AnalyticsQoE
Neon Quarry gameplay insight
Suggestion: Investigate the level 2 flow for the object, event, or transition state producing the Null Reference Exception, identify the gameplay condition under which it occurs, and resolve the crash before evaluating level 2 for balance or design issues.
Medium ImpactA-105
Upgrade menu introduces confusion before players understand what to optimize
-7%
Session length
Insight: Every time users enter the upgrade menu during the first phase of play, confusion signals increase and decision time stretches. The menu asks for too many judgments too early, before players understand the value of each option or how upgrades connect to success. Instead of feeling empowered, users feel interrupted by complexity at the exact point where the game should still be building confidence.
PlaytestingExpert Analysis
Steel Harbor gameplay insight
Suggestion: Simplify the first upgrade menu to one or two guided choices, defer deeper optimization until later, and explain upgrade outcomes in plain, immediate gameplay language.
Low ImpactA-106
Level 4 is too hard and level 7 too easy, breaking flow from both sides
-8%
D1 Retention
Insight: Comparing flow, activation, and pleasantness across the first 10 levels reveals a two-sided progression problem. In level 4, challenge rises before the player has enough confidence, creating frustration and performance pressure. In level 7, challenge drops too far below the player's established competence, causing boredom and reduced engagement. The result is not one bad level, but a broken flow curve across the early progression arc.
Community pulseNeuroanalytics
Sky Relic gameplay insight
Suggestion: Rebalance the progression by softening the difficulty spike in level 4, preserving momentum through clearer mastery steps, and adding a fresh challenge variable to level 7 so the curve stays engaging in both directions.
Case studies

Friction doesn't announce itself.
But data always does.

Three studios. Three games. Three root causes hidden from every standard tool, each uncovered once the full data picture was assembled.

Case 01
📊 Analytics 🎮 Playtests 💬 Player Feedback

D1 retention plateaued —
despite multiple iterations.

🔍 What was found
  • Players unclear about early objective
  • 😶Weak reward feedback in first session
  • 💥Difficulty spike before mastery
Unclear early objective creates confusion and early drop-off — invisible in raw numbers, obvious once the full picture was assembled.
🔧 What was fixed
  • Clarified first-session goal — players knew exactly what to do
  • Introduced guided early progression to ease them in
  • Improved reward readability so wins felt earned
⚙️ How it was shipped
  • Single sprint — no new features, no new content
  • Changes were copy, sequencing, and reward timing
  • Result measured on the following release cycle
+9%
Day-1 Retention players who came back the next day
1
Sprint to ship from insight to live
Mihai Gheza

"Braintelligence gave us the freshest insights on our FTUE we've seen in years — none of the usual tools came close."

Mihai Gheza · CEO, Machinations

Case 02
📊 Analytics 📡 QoE 🎮 Playtesting

Players dropped right after
completing the first level.

🔍 What was found
  • 📈Sudden, unearned difficulty spike post-level-1
  • 🗺️Lack of progression clarity — where am I going?
  • ⏱️Poor pacing: challenge escalated before mastery
The difficulty curve breaks player momentum too early — right at the moment they should feel rewarded and excited to continue.
🔧 What was fixed
  • Smoothed early difficulty ramp — win before you struggle
  • Adjusted level pacing to build momentum
  • Reinforced progression signals at key handoff points
⚙️ How it was shipped
  • Zero new content — only existing levels rebalanced
  • Adjustments made to design parameters, not art
  • Low-cost, high-leverage change
+6%
Session Completion players finishing the first session
0
New content required pure rebalancing, nothing built from scratch
Amir H. Erfani

"The pilot basically wrote our next sprint. Taking the next step was a no-brainer!"

Amir H. Erfani · Executive Producer, Phantom Coast

Case 03
📊 Analytics 💬 Player Feedback 🎮 Playtesting

Strong engagement —
but revenue per user kept underperforming.

🔍 What was found
  • 😬Players hesitant at the first purchase moment
  • Value of the offer not clearly communicated
  • Offer shown before players were ready to buy
Players don't perceive enough value at the moment of conversion — not because the offer is bad, but because the timing and framing are off.
🔧 What was fixed
  • Reframed the first purchase offer around player value
  • Adjusted timing to align with player progression peaks
  • Improved clarity of the value proposition in UI copy
⚙️ How it was shipped
  • No major feature changes — monetisation flow stayed the same
  • Copy, timing, and trigger conditions updated only
  • Impact measured within the next monetisation window
+0.4%
Conversion Rate players who made their first purchase
0
Major feature changes same product, smarter presentation
Taha Rasouli

"Seeing emotion flow over time helped us design moments players actually came back for — that's where our LTV started to rise."

Taha Rasouli · Product Manager, Ava Games

Start improving your KPIs today

Your next KPI win is
already in the data.

Join studios already using Braintelligence to uncover friction, prioritize what to fix, and ship improvements with confidence — not guesswork.

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