New Candy Crush players were unlocking boosters without understanding what they did. These power-ups could help them complete a level, but the game explained them through popups between rounds.
I led the redesign of booster onboarding, moving introductions to the start of a level so players could try each power-up straight away. I also developed principles the team adopted across the game's onboarding.
The redesign raised day-30 retention by 3% and increased revenue.
Player drop-off

Candy Crush lost 70% of new players across the early journey below, about 700,000 of the million who joined each day. Booster introduction was one point we investigated; it was part of a wider onboarding problem.
| Stage of the early journey | Players remaining | Players, of 1M a day |
|---|---|---|
| Download | 100% | 1,000,000 |
| Tutorial start | 85% | 850,000 |
| Level 5 complete | 60% | 600,000 |
| Booster introduction | 45% | 450,000 |
| Level 15 complete | 30% | 300,000 |
What boosters do
A Lollipop Hammer removes a selected piece; a Party Booster clears a much larger part of the board. Unlocking one only helps if a player understands when and how to use it.


Research findings
PMs and researchers identified more than 50 issues in a review of the first-time experience. I used those findings to focus the booster redesign on five problems.
- Unique problems identified
- 50+
- Critical priority issues
- 7
- Internal evaluators
- 20
- Players surveyed
- 1,000
| Priority | Issues from the review |
|---|---|
| Critical | Players did not understand boosters or how they were introduced. |
| High | The golden crown was unexplained, and instructions were unclear. |
| Medium | Currencies were introduced poorly, and move hints offered little explanation. |
The five core problems
- 01Poor understanding65% of players never used their first booster. Unlocking a power-up did not mean knowing what to do with it.
- 02Hard-coded tutorialsThe popup system dated back to 2012. Changes to timing and content required engineering work, slowing down iteration.
- 03Popup-heavy onboardingBooster instructions competed with gifts and promotional messages. Players could dismiss them with the rest.
- 04An interruption after the roundThe introduction interrupted the score summary and star animation, before the previous sequence had finished.
- 05Slow booster rolloutSome boosters unlocked after level 90; competing games introduced theirs within about 20 levels. New players waited much longer to discover the variety boosters offered.


Design principles
I developed a shared approach to onboarding: introduce a feature when it becomes useful, explain it briefly, and let the player try it. The team adopted this beyond boosters.
- MissionHelp new players discover more of what they can do in the game.
- VisionGive players room to discover features through play, with guidance when they need it.
- ApproachIntroduce each feature when players can use it, then let them practise.
A legacy flow that had barely changed
From the 2012 launch to 2025, the introduction still happened between rounds. The visual design had changed, but players still had to remember an explanation until they could act on it.






| Problem | Solution |
|---|---|
| Players lacked context for the booster | Introduce it just before players can use it |
| The popup format | A dynamic overlay above gameplay |
| Hard-coded tutorials | Let the team change the timing and content |
| A late introduction | Introduce boosters earlier, one at a time |
The redesign
I changed when boosters were introduced, shortened the explanations, and used animation to connect the introduction to the booster bar. Players could then try the booster in the level that followed. I also made tutorial timing configurable, so the team could adjust when introductions appeared.

The unlock screen explains the Lollipop Hammer in one line.

The booster appears over the level the player is about to play.

It moves down into the booster bar, ready to use.

The Party Booster arrives at the start of a level.

The UFO booster, introduced the same way.

After the redesign, the Lollipop Hammer appears before the round, ready to use.
Pre-game boosters
Players equip some boosters before a level and use others during play. The old popup treated both alike. I gave pre-game boosters their own introduction, with the booster already selected so players could see how to equip it.
The old popup did not set pre-game boosters apart from in-game ones.

The new popup selects pre-game boosters for the player before the round.
Results
More players completed onboarding and were still playing a month later.
- Day-30 retention
- +3%
- Day-7 retention
- +1.5%
- FTUE completion rate
- +12%
- Drop-off at the booster introduction
- −15%
- Churn rate
- −4%
- Gross bookings
- +0.5%
- Popups removed
- 10+
| New players remaining | Before | After |
|---|---|---|
| Download | 100% | 100% |
| Tutorial start | 85% | 85% |
| Level 5 complete | 60% | 60% |
| Booster introduction | 45% | 45% |
| Level 15 complete | 30% | 40% |
The redesign connected each explanation to an immediate action. Configurable timing also gave the team a way to keep improving introductions without rebuilding the flow.
