The mobile game industry has reached an enormous volume due to the increasing use of mobile phones and this volume is increasing day by day. Depending on this situation, many game developer companies release new games and generate income from the advertisements shown in these games. Users need to play the game longer to increase revenue in this context. Game companies also attach great importance to the design of various data analyses and in-game sections to increase users' time consumed in the game. But finding the optimum sequence of in-game sections is quite a challenging process. Because this optimum sequence may vary from user to user, analyses made in this direction also show that user-based dynamization may be more effective than static in-game section designs since users have different characteristics. In this study, Using the user-based in-game activities of a crossword puzzle game of a mobile game company, the fuzzy similarity of the users most similar to themselves was calculated. Although many methods are suggested for the similarity calculation in the literature, since the similarities of the users have fuzzy characteristics, this similarity calculation was made with the Pythagorean Fuzzy Membership Degree method on the Pythagorean Fuzzy Set. In this way, it is aimed to increase the time spent in the game by enabling users to progress through the pattern in which the users most similar to them completed the game.