About the author call_made
Oxana Fomina
Game analytics expert boosting engagement, retention, and monetization.
Journal 34 Oxana Fomina May 29
๐ From Flow to Fatigue โ A Playerโs 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?
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.
Flow is easily broken by spikes in level difficulty and a lack of balance between easy and hard levels. With an increasing number of โhardโ and โsuper hardโ levels, the challenge turns into frustration. Thereโs no incentive to strategize โ just brute-force retries.
New mechanics are introduced too late, and they lack novelty.
Events require players to maintain a streak โ finishing multiple levels without failure. But due to high difficulty, non-paying players canโt maintain streaks, leading to repeated losses and irritation.
Sky Jump was especially frustrating: I spent โฌ7 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.
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.
Flow โ broken
Challenge โ turns into fatigue
Events โ frustrating for non-spenders
๐ก ๐๐ฌ ๐ ๐ฉ๐ซ๐จ๐๐ฎ๐๐ญ ๐ฉ๐๐ซ๐ฌ๐จ๐ง, ๐ก๐๐ซ๐โ๐ฌ ๐ฐ๐ก๐๐ญ ๐ ๐ฐ๐จ๐ฎ๐ฅ๐ ๐ข๐ฆ๐ฉ๐ซ๐จ๐ฏ๐:
โ
Introduce new mechanics earlier and more frequently
โ
Balance difficulty so players donโt burn out during long streaks of hard levels.
โ
Create a fair and rewarding event economy, so that winning feels worth the effort and money spent.
โ
Add alternative event types โ time-based, creative pouring challenges โ that give choice, not pressure.
โ
Add subscription options for the users who want to stay in the flow rather than compete and save the streak.
โจ 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.
About the author call_made
Game analytics expert boosting engagement, retention, and monetization.
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