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Nitesh Tiwari

Witzeal Technologies · Real-money gaming · Professional experience

Onboarding Funnel Redesign

Only 12% of new players reached a game on day one. A redesigned first session, tested against a 30% control, took Day-7 retention from 12.2% to 25.4%.

Outcome
12.2% → 25.4% Day-7 retention
Focus
GrowthActivationExperimentation
Role
Product Manager · Witzeal Technologies · 2022–2023
Evidence
Documented outcome

Documented: the D0 and Day-7 baselines, the funnel and OTP/API diagnosis, the five changes and their economics, the 30% control / 70% treatment rollout, and the D0 and Day-7 results. Product reasoning is labelled. Implementation details and internal data are left out.

The 30-second version

Read the full story
  1. 1Problem

    Day-7 retention was ~12%, and only 12% of new users played a game on D0. An activation problem, not just a retention one.

  2. 2Approach

    Five changes to reach the first game faster, including OTP auto-read and 3 free games. Tested 30% control vs. 70% treatment for three weeks, ~50K users.

  3. 3Outcome

    D0 gameplay 12% → 33%. Day-7 retention 12.2% → 25.4%, +13.2 percentage points.

01

Problem

Signal

Only 12% of new users played a game on day one.

Day-7 retention was about 12%. I traced it through the onboarding funnel and the OTP API’s success and failure rates and delivery time. The loss sat before the first game, so this was an activation problem, not simply a retention one.

Product reasoning
  1. Read as a retention problem

    Where the loss is
    Players drift away over the first week
    What you build
    Reminders, rewards, re-engagement campaigns
  2. Read as an activation problem

    Where the loss is
    Only 12% of new users play a game on day one
    What you build
    Time to value, the first meaningful action, the first 60 seconds

    What the funnel showed

Documented: ~12% Day-7 retention, and 12% of new users playing a game on D0. The contrast in levers is product reasoning.
02

Decision

Changes

Five changes, all aimed at the first game.

Fix the first session before paying to bring players back. I owned the strategy, the funnel analysis and CleverTap dashboards, and the product and technical diagnosis of the OTP and API friction.

Documented
  1. 01Simplified signup and login
  2. 02Email ID fetched automatically
  3. 03OTP auto-read
  4. 04First 3 games free
  5. 05Live gameplay tutorial

Get new players into a game faster, and more of them come back.

Hypothesis

Product reasoning
If
new users reach their first game faster, with less signup and OTP friction
Then
more of them will play on D0 and still be around on Day 7
Measured by
D0 gameplay and Day-7 retention, treatment against a control on the existing onboarding

Economics

Free games as a bridge to first deposit, not an open-ended discount.

The goal was to extend early engagement toward Day 7 and drive at least 5 game plays.

onboarding bonus per user
₹15
onboarding bonus per user
₹5 free entry × first 3 games
minimum first deposit
₹20
minimum first deposit
game plays: the early-engagement goal
5+
game plays: the early-engagement goal
No deposit-conversion result is claimed; the retention result belongs to the redesign as a whole.
03

Test

Controlled rollout

30% kept the old onboarding. 70% got the new one.

Three weeks, about 50,000 users.

Documented
04

Outcome

Outcome

More new players reached a game, and more were still playing on Day 7.

The positive direction continued into the first month (M0); later figures aren’t available, so none are shown.

What changed

Documented outcome
D0 gameplay
12% → 33%
New users who played a game on day one
Day-7 retention
12.2% → 25.4%
Control vs. treatment, +13.2 pts
+13.2 ptsDay-7 retention · Witzeal · 3-week controlled rollout · ~50K users
05

Learning

Learning

Retention is won before the retention metric.

Retention work often starts upstream of anything labelled retention: in the first session, and sometimes in OTP verification.

All five changes shipped together, so the contribution of each can’t be isolated.