Level difficulty in Match-3 games
A new comprehensive deconstruction report available in Playliner SAAS
Difficulty affects engagement and revenue
Adjusting the difficulty and level progression in a game can significantly affect player engagement and revenue. We've prepared a report to assist you in this.
Contents of the report:

Level difficulty teardown in the following Match-3 games:

  • Royal Match
  • Homescapes
  • Candy Crush Saga
  • Toon Blast
  • Angry Birds Dream Blast

The difficulties were analysed using data collected by real players who spent hundreds of hours to clear 500 levels in each game. The factors considered in the analysis included:

  • Attempts (number of attempts to pass the level, from start to the win or the loss)
  • Boosters used (the number of boosters spent per level)
  • “Play On” purchases (number of extra moves purchased after the player failed to win)
  • Unused moves (number of moves left after winning a level)
  • Unfinished goals (the number of goals that were not achieved within the default number of moves)

The report contains summarized charts that show the differences between the games and allows you to draw conclusions for your roadmap.
Report available only for premium subscribers of Playliner SAAS

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Our continuously growing database of in-depth deconstruction reports of different leading titles is also available through our platform. These describe e.g., how monetization systems work, purchase drivers, motivation/progress drivers, differences between paying and non-paying players, balance of game mechanics, difficulty curves, and much more.


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