Anton Slashcev’s Post

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Executive Producer | Advisor | ex-Playrix | ex-Belka Games | ex-Founder at Unlock Games

Puzzle Game Features Tier List Together with Playliner (by SensorTower), we made a list that answers one critical question: What actually works in puzzle games? 𝗦-𝘁𝗶𝗲𝗿 = Features that boost retention and monetization  𝗔-𝘁𝗶𝗲𝗿 = Strong value, but depends on execution  𝗙-𝘁𝗶𝗲𝗿 = Players hate them, and they don’t pay off Here’s the full breakdown: 🔥 𝗦-𝘁𝗶𝗲𝗿 (𝗯𝗲𝘀𝘁 𝗼𝗳 𝘁𝗵𝗲 𝗯𝗲𝘀𝘁) • Win Streak 🥇 • Tournaments 🏆 💚 𝗔-𝘁𝗶𝗲𝗿 (𝗴𝗿𝗲𝗮𝘁 𝘄𝗵𝗲𝗻 𝗱𝗼𝗻𝗲 𝗿𝗶𝗴𝗵𝘁) • Season Pass 🎫 • Task-Based Rewards 🎁 • Mini-Games 🎮 • Co-Op Events 🤝 🟩 𝗕-𝘁𝗶𝗲𝗿 (𝘀𝗼𝗹𝗶𝗱 𝘀𝘂𝗽𝗽𝗼𝗿𝘁𝗶𝗻𝗴 𝗳𝗲𝗮𝘁𝘂𝗿𝗲𝘀) • Daily Tasks 📅 • Decoration Meta 🏡 • Daily Bonus ☀️ • PvP Events ⚔️ • Collections / Albums 📚 🟨 𝗖-𝘁𝗶𝗲𝗿 (𝘄𝗲𝗮𝗸 𝗲𝗻𝗴𝗮𝗴𝗲𝗺𝗲𝗻𝘁 𝗱𝗿𝗶𝘃𝗲𝗿𝘀) • Narrative Meta 📖 • Global Map 🌍 • Clans 👑 • Bonus Levels ✨ 🟫 𝗗-𝘁𝗶𝗲𝗿 (𝗹𝗼𝘄-𝗶𝗺𝗽𝗮𝗰𝘁 / 𝗼𝘂𝘁𝗱𝗮𝘁𝗲𝗱) • Social Gifting 🎁 • Facebook Connect 🔗 • Rate Us 👍 🟥 𝗘-𝘁𝗶𝗲𝗿 (𝗳𝗶𝗹𝗹𝗲𝗿 𝗳𝗲𝗮𝘁𝘂𝗿𝗲𝘀) • Gacha 🎰 • Lucky Wheel 🎡 • Chat 💬 • Profile Customization 🧑🎨 🚫 𝗙-𝘁𝗶𝗲𝗿 (𝗷𝘂𝘀𝘁... 𝗱𝗼𝗻’𝘁) • Pay-to-Win Events 💸 • Overpriced Offers ⚠️ ---- More mobile game references at: https://playliner.com

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Maybe this is a little off-topic, but I really want to ask Let's say I have planned to run 10 a/b test in 3 months. Suddenly my game got an info that it only have 1 month left to try before it get killed What's the methods can I use to boost the testing speed? Does applying every test into 1 test (with different variant) ok? Does testing each a/b test on different campaign work? And how can Hungry studio run over 100 tests per week? (holy crap) Thanks in advance

Vlad Dvoretskiy

Founder of MOBA Trainer

2mo

At MOBA Trainer we are making Strategy Puzzles for LoL players so the list is very relevant! I don’t see a Day Streak in there, but I would put it S+

🔵 Oleg Shabrov

$3 LTV for your game | Game Design Consultant | xPlayrix

2mo

Thanks! This segmentation is very right for the averaged game and precisely shows what top and bottom games are mostly prefer. Still, for some game social sharing or narrative meta (just for example) can be a main driver of engagement and paying behavior and in this particular case be an S-grade feature. And for some games streak mechanic (for example) can be an engagement killer (imagine you always win in moba game). So use it carefully.

Rohanth R B

Third-Year IT Student | Aspiring Game Developer | Unity • Blender • AI Gameplay Systems • Systems Designer

2mo

This will be very useful for me to develop engaging games, thanks for sharing

David Darabian

Founder | Game Designer at Pica Pica Interactive

2mo

Win Streak is great but it could be very costly if done wrong, which is especially true in Match-3 games where they contribute a lot to the booster inflation often seen in these games. Meaning higher dev costs per level in relation to attempts, and of course you get extremes in the data where the average is misleading. But, yes, definitely great if it's designed sensibly with the long term effects in mind.

Mykola Veremiev

CEO & Founder @ UGI | Boutique Game Development & Art Production | 10+ Years Delivering Quality at Scale

2mo

Anton Slashcev, thanks for sharing. Love the format. It is always essential to keep focus.

I wonder what such a Features Tier List looks like in mid-core games

Kien Trinh

Unity & Roblox Game Dev | Fullstack Gameplay Engineer | AI + Web3 Integrations

2mo

I have learned a lots. Thanks.

Muhammad Shahab Mirza

CTO | Leading Game Development at Sabasoft | Passionate Developing High-Quality Mobile Games.

2mo

This is very useful information. We were planning to add live ops in our puzzle game and implement Win Streak, so it’s great to know it’s in the S-Tier. Thanks for sharing this helpful post.

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Bala krishna Annaluri

Principal & Professor | Gaming Education Pioneer | Academic Strategist | Boards of Studies (BOS) member – Gaming Courses of Osmania University and JNAFAU | Author & PhD in AI for Games | 25+ Years in Higher Education

2mo

Really like how this tiering reflects the evolution of puzzle design. What stands out is how S-tier mechanics (streaks, tournaments) drive both retention and monetization, almost a “double flywheel.” On the other hand, D/E/F tiers feel more like artifacts of the Facebook/early free-to-play era. The challenge now is combining A/B-tier systems (passes, dailies, co-op) in ways that don’t burn players out. The ceiling is still high if done with the right pacing. Anton Slashcev

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