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A simple leaderboard changed player behavior in my puzzle game

3•keini•2h ago
I released a small logic puzzle game a few weeks ago. It reached around 1000 installs with roughly 400 active players.

What surprised me wasn’t the growth, but player behavior.

I added a daily leaderboard mostly as a nice extra. No rewards, no social sharing, no incentives.

Players started replaying puzzles obsessively just to improve rank. Some would finish a level and immediately restart to shave off seconds.

It ended up driving more repeat sessions than progression itself.

Lesson learned: In logic games, light competition can outperform progression, even without rewards.

Comments

tocs3•1h ago
I have a Project Euler (https://projecteuler.net/) account. Though I do not register at all on the leader board I will sometimes work obsessively on a problem just to make one of the level icons light up for me. There is not really competition just a tiny reward.
keini•1h ago
That makes a lot of sense.

What surprised me is that even without direct competition, any visible signal of “progress” or “ranking” seems to trigger the same behavior.

In my case it wasn’t about beating others either, but about seeing yourself slightly higher than yesterday.

It feels very close to what you describe with Project Euler: not competition, but a quiet personal challenge.

trel1100•1h ago
very cool findings
keini•1h ago
thank you! I hope it will help you! :)
keini•1h ago
This is exactly the feeling I was aiming for. FuseCells was designed around quiet progress rather than competition — small visual confirmations that you’re improving, even if no one else is watching. It’s interesting how little it takes (a light, a completed grid) to trigger that “just one more” mindset.

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