Hits that most often fall into favorites

What does it mean to "often fall into favorites"

Relying only on the number of "likes" is a mistake. We need a bunch of behavioral metrics:
  • FAR (Favorites Add Rate) = favorites/unique players × 100%.
  • Benchmark for hits: ≥ 10-15% in 7 days on a new audience.
  • FavStick (Favorites Stickiness D30) = percentage of games that remain in favorites after 30 days.
  • Landmark: ≥ 45-60%.
  • RRF (Reopen Rate from Favorites) = game restarts from Favorites/all restarts.
  • Landmark: ≥ 35-50%.
  • ASL Δ (Session Length Lift from Favorites) - the increase in the average session duration when launched from favorites.
  • Landmark: + 8-15% to the base.
  • Churn-After-Fav - the proportion that removed the game from the favorites after 1-2 sessions.
  • Acceptable: ≤ 20%.

💡Minimum for section: FAR ≥ 8%, FavStick ≥ 40%, RRF ≥ 30%. Below - the game is not "viable" in the "favorites" block.

Why the player keeps the slot

1. Predictable rhythm - without long "empty" episodes; events every 8-25 spins.
2. An understandable goal is visible progress (counters, collections, the nearest bonus).
3. Comfortable volatility - the basic game is "lively," the bonus is achievable at a short distance.
4. Quick resumption - instant start, correct return to the unfinished round.
5. Pure UX - large buttons, animation skip, readable mults/counters.

Mechanics who most often "fly away to favorites"

Hold & Win/Re-Spin Banks
Short cycle "goal → respin → good." High RRF and FAR of 12-18% are often given.
Cluster/Tumble + progress multipliers
There are many micro-events in the database, the feeling of "every spin moves." ASL Δ consistently positive.
Megaways with random modifiers
The variability of the setup reduces monotony, a good FavStick in a loyal audience.
Light Free Spins
Simple 3 × Scatter triggers, frequent retriggers; FAR is growing due to the "sense of accessibility."
Sticky/Walking Wilds
Series of 2-4 spins give a "hope holding effect," high RRF.

💡Narrow niche "hi-roller" models with extreme dispersion are less likely to fall into favorites en masse: the high price of waiting for a bonus increases Churn-After-Fav.

Thresholds by profile

Low/medium volatility: FAR 12-20%, FavStick 50-65%, RRF 40-55%.
Hybrid (frequent mini-events + chance of a peak): FAR 9-14%, FavStick 45-55%.
High volatility (niche): FAR 6-9%, but hold the FavStick ≥ 40%; add to the section - pointwise.

How to measure: mini-technique for 2 weeks

1. Sample: at least 3-5 thousand new unique players per slot.
2. Window: D0-D14, report D7 and D14 (pinch of "stability").
3. Measurements: FAR, FavStick (on the D14 as a proxy to D30), RRF, ASL Δ, Churn-After-Fav.
4. Quality control: cut by devices (mobile/desktop), countries and traffic channels.
5. Solution: only games that have passed the thresholds in both reports (D7 and D14) fall into the "favorites hits."

Example of calculation:
  • 8,000 new players, 1,120 additions → FAR = 14%.
  • After 14 days, 700 cards remain in the preferred → of FavStick D14 = 62.5%.
  • Resets from favorites 1,050 out of 2,200 of all resets → RRF = 47.7%.
  • ASL when run from favorites 11.2 min vs 9.8 min from catalog → ASL Δ = + 14.3%.
  • The game is suitable for the section.

UX checklist that raises "Add to Favorites"

Heart button on the card and in the game screen, one press, instant feedback.
"Favorites" badge and quick access on the main ("Your Favorites" shelf).
Synchronous between devices (web ↔ mobile) and offline status cache.
Smart tip: Show "Add to Favorites" after 20-40 spins or the first bonus.
Sorting and folders: "Favorite Mechanics," "Respins," "Clusters," etc.
Zero frictions: without modals with extra steps, without registration - save to local, with registration - migrate.

How to draw up a game card in the section

Briefly and in the case - one line of characteristics + micro-metrics:
  • Mechanics (Hold & Win/Cluster/Megaways/Light FS).
  • Volatility (low/medium/hybrid).
  • Rhythm (events every 8-25 spins).
  • FAR/FavStick/RRF (ranges).
  • Fast start (TTI, if available) and "Works on a mobile."

Segmentation of "hits to favorites"

1. Diaries - low-average dispersion, saturated base, stable ASL.
2. Respins/links - fast goals, short cycle, high RRF.
3. Progress meta - collections/collections, visible counters, high FavStick.
4. Variable fields - Megaways/clusters for players avoiding monotony.
5. Brand/theme - recognizable settings, music/identity increase FAR among fans.

Red flags - not allowed in the section

FAR <8% and/or FavStick <40% in the valid sample.
Long empty segments (40 + spins without events) in the absence of a mini-feature.
Slow start/return (TTI> 7-8s, reset on return from background).
Obsessive Buy Feature in the database: spoils the rhythm, Churn-After-Fav grows.
Complex rules without onboarding: the player does not understand "why save."

Fast A/B for growth in additions

Heart position: Catalog card - top right corner vs under the Play button.
Clue moment: After first bonus vs after 30 spins without bonus.
Confirmation plate: "Added" with CTA "Run Now" - affects RRF.
Lists on the main: "Recently added to favorites" - social proof.

Operational routine of the section

Recalculation of the rating weekly (D7 sliding window), re-approval monthly (D30).
Catalog hygiene: duplicates, outdated versions, incorrect locales - remove.
Metrics localization: show ranges (for example, FAR 12-15%), and not "hard" numbers - less than false expectations.
Cross-platform: mobile web/desktop verification, dark theme, accessibility.

Responsibly

Favorites does not guarantee wins. Recommend time limits and bankroll, remind of breaks and sober risk assessment.