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Game Deconstruction: Magic Sort by Grand Games

Oxana Fomina

๐ŸŽฎ Game Deconstruction: Magic Sort by Grand Games

๐Ÿš€ From Flow to Fatigue โ€” A Playerโ€™s Journey

I recently discovered Magic Sort, and on the first day, I completed 60 levels. I was in flow โ€” fully immersed, effortlessly progressing. But over time, I started to observe when and why that flow started to break. What engaged me? What pulled me out? And what was missing?

๐Ÿ” ๐–๐ก๐š๐ญ ๐ฐ๐จ๐ซ๐ค๐ฌ ๐ฐ๐ž๐ฅ๐ฅ

The game offers early access to flow โ€” intuitive mechanics, fast onboarding, clear rewards.
Events are introduced quite early: Broom Streak, Jetpack Race, Sky Jump โ€” an attempt to diversify engagement and appeal to different player types.

โš–๏ธ ๐–๐ก๐š๐ญ ๐๐ข๐ฌ๐ซ๐ฎ๐ฉ๐ญ๐ฌ ๐ญ๐ก๐ž ๐ž๐ฑ๐ฉ๐ž๐ซ๐ข๐ž๐ง๐œ๐ž

Flow is easily broken by spikes in level difficulty and a lack of balance between easy and hard levels. With an increasing number of โ€œhardโ€ and โ€œsuper hardโ€ levels, the challenge turns into frustration. Thereโ€™s no incentive to strategize โ€” just brute-force retries.
New mechanics are introduced too late, and they lack novelty.

๐Ÿ’ธ ๐„๐ฏ๐ž๐ง๐ญ๐ฌ: ๐ฉ๐ซ๐ž๐ฌ๐ฌ๐ฎ๐ซ๐ž ๐จ๐ฏ๐ž๐ซ ๐ฆ๐จ๐ญ๐ข๐ฏ๐š๐ญ๐ข๐จ๐ง

Events require players to maintain a streak โ€” finishing multiple levels without failure. But due to high difficulty, non-paying players canโ€™t maintain streaks, leading to repeated losses and irritation.
Sky Jump was especially frustrating: I spent โ‚ฌ7 on coins to continue my streak, only to win a prize worth less than one continuation. Would I repeat that experience? Definitely not.
Events currently cater only to competitive players, not those who play to relax or enjoy solo progression.

๐Ÿง  ๐‹๐š๐œ๐ค ๐จ๐Ÿ ๐ฉ๐ž๐ซ๐œ๐ž๐ข๐ฏ๐ž๐ ๐œ๐จ๐ง๐ญ๐ซ๐จ๐ฅ

Gameplay feels more like the developer controls your progress rather than the player. Luck plays too large a role in level outcomes, especially compared to match-3 games where players feel more in control. This leads to a perception that the game forces you to pay rather than motivates you to pay โ€” especially after repeated, unrewarding hard levels.

๐Ÿ“‰ ๐–๐ก๐š๐ญ ๐ ๐ž๐ญ๐ฌ ๐ฅ๐จ๐ฌ๐ญ

Flow โ†’ broken
Challenge โ†’ turns into fatigue
Events โ†’ frustrating for non-spenders

๐Ÿ’ก ๐€๐ฌ ๐š ๐ฉ๐ซ๐จ๐๐ฎ๐œ๐ญ ๐ฉ๐ž๐ซ๐ฌ๐จ๐ง, ๐ก๐ž๐ซ๐žโ€™๐ฌ ๐ฐ๐ก๐š๐ญ ๐ˆ ๐ฐ๐จ๐ฎ๐ฅ๐ ๐ข๐ฆ๐ฉ๐ซ๐จ๐ฏ๐ž:

โœ… Introduce new mechanics earlier and more frequently
โœ… Balance difficulty so players donโ€™t burn out during long streaks of hard levels.
โœ… Create a fair and rewarding event economy, so that winning feels worth the effort and money spent.
โœ… Add alternative event types โ€” time-based, creative pouring challenges โ€” that give choice, not pressure.
โœ… Add subscription options for the users who want to stay in the flow rather than compete and save the streak.

โœจ In summary, Magic Sort has strong early retention and flow potential but may struggle with mid-game fatigue and event design focusing only on a specific type of player.

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