achievements showed me how many players got to the end of the game, so that's useful. (It was something like 23% lul)
How's it useful? Most games have these low numbers. And ones that don't are just special in unknowable ways.
Name one thing that you did differently because of that number.
It wasn't the only number. I also saw that most people dropped out after level 1 or 2 in my 3-hour ASCII shooter/adventure.
The data, in combination with examining other recent ASCII projects, told me that if you're making an ASCII game, the ASCII has to be much flashier and in-your-face, and the game cannot start slow "to tutorial the player into it", it has to be front-loaded with something bombastic.
Most people never got to the "cool" content in levels 3-7, such as various scripted sequences, driveable tanks, rescuing soldiers who turn into monsters, sand planet where you have to make your own paths, self-destructing a spaceship, watching an NPC who communicated with you via audio, actually teleport into your level, attempt to fight the end boss before you do, and die...
I can probably fix this if I invest more time into the engine and redo the first level at the very least. Introduce "software RTX" to make everything look cool, shadowy and colorful. Enhance ASCII deaths and explosions.
But, that's a lot of time investment into a side project that I never should've bothered with. It was romantic and all to finish the game I started writing in 1996, but it was a dumb idea, so I cut my losses and moved on.