Sensemitter is now Emhance.
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Playtesting
How changing two levels drove 14.5% more LTV for Peaksel
Peaksel could see the drop-off in The Vault. Analytics pointed clearly to the moment before Level 3. What it could not show was the mechanism behind it.
Using Emhance, the team isolated the exact point where engagement broke — and why. A mismatch between what the tutorial taught and what the live game demanded created a short window of confusion. Players disengaged before they had a chance to experience the core loop.
A focused redesign of Levels 1–2 resolved that gap. The result was measurable improvement across progression and monetisation.

Results
+9.6% Level 3 completion
+7.3% players reaching Level 10
+14.5% total LTV uplift
“After implementing Emhance's recommendations across levels 1–3 of our game, we saw 9.6% more users completing level 3 and as a consequence, 7.3% more users reaching level 10, which resulted in 14.5% LTV uplift.”
— Marko Petkovic, CEO, Peaksel
Study Overview
Timeline: Q2 2025
Participants: 6 players (ages 18–44)
Geography: USA, Germany
Platform: Android
The Problem
Analytics showed where players exited. It did not explain the shift in engagement that led to that exit.
The tutorial established a clear mental model: guided, linear interaction on a single vault face. The live game then introduced:
Non-linear exploration across multiple faces
Hidden elements without prompts
Multiple active puzzle zones
Players were not blocked by difficulty. They were unclear on how to explore.
Within the first 45 seconds of live gameplay, engagement dropped consistently. Facial coding showed confusion and disengagement before any meaningful puzzle interaction occurred.
What Emhance Revealed
The issue was not the core loop. When players reached moments of understanding, engagement rose sharply.
“There’s a sense of delight when the puzzle comes together… it’s a relief.”
— Player 4

The problem sat earlier: a cognitive gap between instruction and execution. Players entered the live game without the correct model of how to play it.
The Intervention
Peaksel adjusted Levels 1–2 to bridge the transition:
Gradual introduction of multi-surface exploration
Early exposure to hidden elements
Controlled increase in puzzle complexity
This aligned player expectations with actual gameplay before the drop-off point.
Why This Worked
From exit point to exit mechanism
Analytics identified the location of churn. Emotional data identified the cause: a 45-second window of confusion triggered by mismatched expectations.Validation of the core experience
High engagement during “aha” moments confirmed the puzzles were effective. The issue was access, not design.Minimal intervention, maximum impact
Two levels were enough to remove the bottleneck and improve downstream metrics.
Takeaway
The engagement was already present in the game. Players simply were not reaching it.
By identifying the moment engagement broke—and correcting the transition into the core loop—Peaksel improved retention and LTV without changing the underlying system.
