LogoLogo
My AppsLive demoNewsArticles
  • Introduction
  • 📌Product updates: 2025
    • 2024
    • 2023
  • Getting Started
    • Registration
    • Adding a space
    • Adding an app to the space
  • Basic Events & Custom Events
  • Integration
    • Expert Tips
      • What to track
      • Payments & Anti-cheat
      • Check your integration
    • Integration of SDK 2.0+
      • SDK Integration
        • Android
        • iOS
        • macOS
        • Windows
        • Web
          • Web SDK Integration
          • Web SDK Releases
        • Unity
        • Unreal Engine
        • Godot Engine
      • Automatic payment tracking
        • App Store
        • Google Play
      • Setting up Events
        • Basic methods
        • Secondary methods
        • User profile
        • Anticheat methods
        • Track sessions
      • Push notifications
        • Android
        • iOS
        • Windows (UWP)
        • Unity
          • Android
          • iOS
          • Windows (UWP/WSA)
        • Unreal Engine
      • A/B testing
        • Description of A/B testing on the SDK side
        • Working with A/B tests in the devtodev interface
        • A/B testing examples
    • Integration of SDK 1.0+ (deprecated)
      • SDK Integration
        • iOS
        • Android
        • Windows 8.1 and 10
        • Web
        • Unity
        • Mac OS
        • Adobe Air
        • UE4
      • Setting up Events
        • Basic methods
        • Secondary methods
        • User profile
        • Anti-cheat Methods
      • Push Notifications
        • IOS
        • Android
        • Windows 8.1 and Windows 10
        • Unity
        • Abode Air
        • UE4
    • Test Devices
    • Server API
      • Data API 2.0
      • Subscription API
      • Push API
        • IOS
        • Android
        • Windows UWP
        • Windows
      • Raw Export
      • Labels API
      • Data API
    • Import historical data via API
    • Data Export
      • Data Export to Cloud Storage (BigQuery / Amazon S3)
  • 3rd Party Sources
    • Attribution Trackers
      • AppsFlyer
      • Adjust
      • Branch.io
      • Kochava
      • Tenjin
      • Tune (MAT)
      • Singular
      • Custom postback API
      • Facebook Ads referral decryption
    • App Marketplace Data
      • App Store Connect Stats
      • App Store Subscriptions
      • Google Play Console Stats
      • Google Play Subscriptions
      • AppGallery Connect Stats
    • Ad revenue
      • AdColony
      • AdMob
      • Facebook
      • MoPub
      • Unity Ads
      • Vungle
      • Ad revenue API
    • Cohort export
  • Reports and Functionality
    • Space-related Reports and Functionality
      • Overview
      • Custom dashboards & Reports
      • SQL
        • SQL tips
        • SQL Query examples
      • Audience overlap
    • Project-related Reports and Functionality
      • Overview
        • Real-Time Dashboard
        • Acquisition reports
        • Engagement reports
        • Monetization reports
        • In-game analysis reports
        • Cohort analysis
      • Reports
      • Push Notifications
        • Android Notifications
        • IOS Notifications
        • Windows Notifications
        • Button Templates
      • Predictions
      • Users & Segments
      • Filters
      • A/B Testing
      • Tuning
      • Settings
  • Metrics and Glossary
    • Ad networks metrics
    • Market Metrics
    • Prediction Metrics
    • SDK Metrics
    • Subscription metrics
  • Space Management
  • User Profile Management
  • Limits
  • Scenarios and Best Practices
    • Analytics use cases
    • Match-3
    • MMORPG Games
    • Hyper-Casual games
    • Social Casino
    • RPG games
    • Farming games
    • Non-gaming app
    • Acquisition Example
  • FAQ
    • Identification
    • Raw Data
    • All about data discrepancies
  • Slack
Powered by GitBook
On this page
  • Necessary Basic events
  • Important reports needed for analysing a farm game.
  • Custom event structure example

Was this helpful?

Export as PDF
  1. Scenarios and Best Practices

Farming games

PreviousRPG gamesNextNon-gaming app

Last updated 10 months ago

Was this helpful?

The gameplay of this genre revolves around developing your farm/land/city, etc. A player has to gather various resources and then use them to build and expand his territory. They can also buy new buildings and complete tasks to level up. Often the game has a mechanic that allows for spending currency on speeding up the production of certain items.

Necessary Basic events

Basic events allow you to analyze your game as described in this .

To make the analysis more smooth and productive, we recommend you to use the following basic events:

and for analyzing distribution of players among levels and balance as well as movement of in-game currency among levels.

for tracking tutorial completion to find stages where users drop off of the app or skip tutorial altogether because he is familiar with all the mechanics of farming games.

for building financial reports and calculating basic financial metrics: revenue, ARPU, ARPPU, paying share, transactions, etc.

for tracking in-app purchases made with virtual currency and evaluation of in-game economy. In this event, as a purchasing vehicle you can use not only hard currency, but also energy that the player spends on resource collection. Then you can open the section and analyze energy collection and spending by levels as well as the most popular sources and sinks of energy:

Important reports needed for analysing a farm game.

Let's see how the demand for certain items changes at the given levels or over time:

Custom event structure example

In the table below you can find examples of custom events that can be useful for you:

Description

Custom event

Parameters

Store opening is an event that allows you to find out at what point and at what level users enter the store. You can also use this event in funnels to see the stages where users have difficulty shopping

Event name store_open

Parameters source, level, e.g., main_menu, 10

level (int) – highest available level for the user

source – in-game store points of entrance: the main menu, the playing field, etc.

Showing offers and user interaction with them, e.g., tap on an icon to view the offer. This makes it possible to build offer funnels, compare the effectiveness of offers with each other

Event name open_offer

Parameters offer_name, level, e.g., welcome_offer, 2

offer_name (string) – the name of the offer that the user opened

level (int) – highest available level for the user

Viewing items in the store and user interaction with them, e.g., tap on an icon to view the item. This provides an opportunity to build purchase funnels

Event name goods_tap

Parameters product_name, level, category, e.g., corn, 10, products

product_name (string) – the name of the item that the user tapped on

level (int) – highest available level for the user

category (int) – item category: products, buildings

Authorization: this event highlights the levels where players log in, and the ways of logging in

Event name authorization

Parameters level, method, e.g., 10, fb

level (int) – highest available level for the user method (string) – authorization method: social networks, email, game center

Interaction with friends. The event allows you to analyze social activity of the gamers and virality of your game. Use it to compare retention rates of the players who added other gamers to friends with those who play solitarily

Event name interaction_friends

Parameter level, action, e.g., 102, add_friend

level (int) – highest available level for the user

action – player actions targeted at a friend:

  • add_friend - add as a friend,

  • farm_visit - visited a friend’s farm,

  • sent_gift - sent a gift,

  • sent_like - liked a friend’s farm

Event is sent when the user helps their friend with order completion

Event name sent_help

Parameter level, name_product, count, count_experience e.g., 102, eggs, 1, 10

level (int) – current player level

name_product (string) – name of a product sent to a friend by the user

count (int) – number of sent items

count_experience (int) – amount of gained experience

Event is sent when the user gets an Achievement

Event name achievements

Parameter name, level,count_experience, e.g. city_architect, 11, 10

name (string) – name or number of the achievement

level (int) – current player level

count_experience (int) – amount of gained experience

Event is sent when the user speeds up something

Event name use_acceleration

Parameter reason_name, name, level e.g., products, apple, 7

type (string) – cause of speeding up:

  • building – building speed up

  • products – item production speed up

  • clearing_territory – land clearing speed up

name (string) – name of the sped up item, e.g.:

  • apple – apple growth

  • well – well building

level (int) – current player level

Event is sent when the user completes tasks that allow him to level up

Event name task_completed,

Parameter name, count, level, e.g., added_building_1, 12, 1

name (string) – name or number of the task, that the user has accepted or completed

count (int) – number of active tasks with account for completed tasks

level (int) – current player level

count_experience (int) – amount of gained experience

Event is sent when a user earns virtual currency. It allows for detailed analysis of earned currency

Event name currency_balance_earned

Parameter balance_crystals, balance_energy, currency, amount, source, name, level

balance_crystals (int) – the number of crystals owned by a user after earning

balance_energy (int) – the amount of energy owned by a user after earning

currency (string) – currency type: gold, crystals

amount (int) – amount of earned currency

source (string) – currency source:

  • purchase – purchased currency

  • completed_order – completed a task

name (string) – details of currency acquisition

level (int) – current player level

Event is sent when a user spends virtual currency. It allows for detailed analysis of spent currency

Event name currency_balance_spent

Parameter balance_crystals, balance_energy, currency, amount, source, sub_source, level

balance_crystals (int) – the number of crystals owned by a user after spending

balance_energy (int) – the amount of energy owned by a user after spending

currency (string) – currency type: gold, crystals

amount (int) – amount of spent currency

source (string) – what the user spent currency on:

  • acceleration

  • lack_resources – lack of resources

purchase_currency – purchase of different currency (energy, gold)

sub_source – detailed information on what currency was spent on, e.g. for spent_type = acceleration:

  • production - production speed up

  • harvest - harvest speed up

  • order - speeding up the appearance of a new order for spent_type = purchase

  • animal

  • building name (string) – what was purchased using the currency, e.g.: - chicken - barn - eggs - x200 - x10000

level (int) – current player level

Receiving a daily gift: this way you can assess whether the bonus encourages players to re-engage with the game

Event name daily_bonus

Parameters reward, amount, level, day_number, e.g., heart, 2, 10, 7

reward (string) – the reward name

amount (int) – the reward amount,

level (int) – highest available level,

day_number (int) – sequential number of the day, when the user picked up the gift

Event is sent when a user upgrades a building

Event name upgrade_building

Parameters level, name, level_building

level (int) – current player level

name (string) – task name

level_building (int) – level of the building after upgrade

Event is sent when a user purchases a building

Event name purchases_building

Parameters level, name

level (int) – current player level

name (string) – task name

Event is sent when a user completes an order

Event name order_completed

Parameters level, name, source, count_order, count_gold, count_experience

level (int) – current player level

name (string) – order number

source (string) – name of order source, e.g. an order board

count_order (string) – order number

count_gold (string) – amount of acquired gold

count_experience (string) – amount of experience gained from order completion

Event is sent when a user purchases resources needed for order completion

Event name, purchases_resources

Parameters level, name, source, count_order, count_gold, count_experience

level (int) – current player level

name (string) – purchase name

source (string) – name of order source, e.g. an order board

count_order (string) – order number

count_gold (string) – amount of acquired gold

count_experience (string) – amount of experience gained from order completion

Event is sent when a user charges slots for production

Event take_slot

Parameters level, place, count

level (int) – current player level

place (string) – production place

count (int) – number of occupied slots

Event is sent when a user collects manufactured goods

Event took_goods

Parameters level, name, place

level (int) – current player level

name (string) – item name

place (string) – production place

We should analyze the in-game currency, the dynamics of its spending and saving. Go to the report. Let's see which products are the most popular in terms of levels and time.

It is also important to know what a player’s shopping basket is composed of and how it changes depending on the level. For this we open the report:

Besides out-of-the-box reports based on basic events, you can use to analyze how users are using your app – the most desirable actions, quests, live ops events, whether or not users invite friends, interact with new mechanics, etc. You can also analyze custom event data in the .

You can build a funnel and analyze conversion rates at each stage. For example, you send an event every time a user enters an in-game shop, clicks on an item, buys an item. Based on these events, you can build a funnel and check the conversion rate at each stage in the . Below you can find examples of events that may be useful to you.

Conversion funnel report
example
In-game analysis
Custom event report
custom events
LevelUp
CurrencyAccrual
Tutorial Step
Real Payment
Virtual Currency Payment
Virtual goods & purchases
Purchases structure