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Introducing boosters to new players

Moving booster introductions to the moment players can use them.

UX DesigneriOS/AndroidH1 2025PM, Dev, Data, Art

FTUE booster hero visual

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

Illustration of a bored player slumped on a sofa, looking at his phone

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 journeyPlayers remainingPlayers, of 1M a day
Download100%1,000,000
Tutorial start85%850,000
Level 5 complete60%600,000
Booster introduction45%450,000
Level 15 complete30%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.

A player picks a booster from the booster bar during a level and uses it on the board
A player picks a booster from the bar at the bottom of the screen and uses it mid-level.
The booster bar, a row of booster icons with the number of each one the player owns
The booster bar shows each booster a player owns and how many they have left.

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
PriorityIssues from the review
CriticalPlayers did not understand boosters or how they were introduced.
HighThe golden crown was unexplained, and instructions were unclear.
MediumCurrencies were introduced poorly, and move hints offered little explanation.

The five core problems

  1. 01Poor understanding65% of players never used their first booster. Unlocking a power-up did not mean knowing what to do with it.
  2. 02Hard-coded tutorialsThe popup system dated back to 2012. Changes to timing and content required engineering work, slowing down iteration.
  3. 03Popup-heavy onboardingBooster instructions competed with gifts and promotional messages. Players could dismiss them with the rest.
  4. 04An interruption after the roundThe introduction interrupted the score summary and star animation, before the previous sequence had finished.
  5. 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.
Popup giving the player 50 free gold bars to celebrate a new shop
Booster Unlocked popup for the Lollipop Hammer
Booster Unlocked popup
Booster Unlocked popup
Booster Unlocked popup
Booster Unlocked popup
Booster Unlocked popup
Booster Unlocked popup
Booster Unlocked popup
Booster Unlocked popup
Booster instructions competed with gifts and other early-game popups.
Audit of the screens from playing level 6 to unlocking the Lollipop Hammer in level 7
The old sequence interrupted the win and score animations, then offered no guidance during play.
Timeline of the levels at which Candy Crush Saga, Royal Kingdom, Royal Match and Toon Blast unlock their boosters
Competing games introduced boosters within about 20 levels; Candy Crush spread them across nearly 90.

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.

Original 2012 popup flow, step 1
Original 2012 popup flow, step 2
Original 2012 popup flow, step 3
The booster introduction at the 2012 launch, a popup announcing the unlocked booster.
2025 flow, step 1: the level summary with its stars and score
2025 flow, step 2: the booster unlocked popup after the round
2025 flow, step 3: the level map
The same introduction in 2025. The booster appeared after the round, between the score summary and the map.
ProblemSolution
Players lacked context for the boosterIntroduce it just before players can use it
The popup formatA dynamic overlay above gameplay
Hard-coded tutorialsLet the team change the timing and content
A late introductionIntroduce 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.

Booster Unlocked screen for the Lollipop Hammer with a one-line explanation

The unlock screen explains the Lollipop Hammer in one line.

The Lollipop Hammer badge over the level the player is about to play

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

Lollipop Hammers moving down the board toward the booster bar

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

Party Booster introduced at the start of a level

The Party Booster arrives at the start of a level.

UFO booster introduced at the start of a level

The UFO booster, introduced the same way.

Lollipop Hammer introduced before the round, ready to use

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.

Old Booster Unlocked popup for the Color Bomb

The old popup did not set pre-game boosters apart from in-game ones.

New pre-game popup with boosters already selected

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 remainingBeforeAfter
Download100%100%
Tutorial start85%85%
Level 5 complete60%60%
Booster introduction45%45%
Level 15 complete30%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.