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2020 Puzzle Mobile Game Report: Analysis of Subdivision and Integration of Gameplay Category and Sharing of Design Ideas


Recently, Roski and AdTiming, an intelligent mobile marketing platform, continued to communicate on its XTiming project to help small and medium-sized game developers go overseas with original content, and obtained their internal data “The 2020 Puzzle Mobile Games Research Report.” This report is a comprehensive data analysis and case analysis, combined with the data purchased by AdTiming and reference to third-party information such as public reports from world-renowned market research institutions and public reports from mobile game media channels. Based on the analysis of the development history of puzzle mobile games, the classification of gameplay, etc., we are looking for 400+ popular puzzle mobile games from 2019 to 2020, and select the ones from August 31, 2019 to August 31, 2020. Downloads and top 5 areas of daily active users, research the core/extended gameplay, art/music quality, interaction/level design, currency system and peripheral system, and monetization system of each category, and analyze the design ideas of puzzle mobile games.

The full version of the report can be obtained by adding the QR code of the person in charge of AdTiming

1. The development history of puzzle mobile games

2011~2015: Question answering, word puzzle solving, water pipe connection, and digital puzzle solving are categories that appear early in the puzzle game and have a strong continuity of popularity. The popular puzzle quiz (“Trivia Crack”) and number weaving (“Picture Cross”) are still the mainstream games in the category. In addition, the hot game “Dumbfounded2”, which was landed in mainland China at that time, was exported overseas in 2019, and set off an upsurge of brain teasing gameplay.

2016~2017: A large number of word puzzle games have poured in, and the development of gameplay such as “connected words” and “Scrabble” tends to mature. Painting and coloring, graphic splicing, and (quasi) Tetris’ hot art styles that appeared during this period are all retro and simple. For example, painting and coloring are still pixel or cartoon style, graphic stitching is a traditional 2D puzzle, and (like) Tetris style is black and white pixels.

2018: Mature categories such as answering questions and word puzzles are beginning to usher in new competition: IP blessing game entry, “simulation dress+” fusion gameplay emerges; and painting and coloring have a new upgrade, “Happy Color” is refined The fine art and advanced canvas raise the benchmark of category implosion.

2019: Ultra-casual explosions, explosives in physical mystery (“Sand Balls”), classification (“Sort it 3D”) and color block filling (“Amaze!”) new gameplay are released. “Brain Out” and “Find Out” produced by Fengyan Technology detonated the brain teasers and eyesight test categories respectively. Among them, “Brain Out” even opened the curtain of brain teasers gameplay.

2020: Several new categories include: material understanding mystery-pull pin, plot puzzle solving, theme nesting collection, sorting direction classification, charging theme planning; and old category new evaluation: super leisure direction coloring, and super Leisure to graphics splicing; originating in 2019, in 2020, there will still be a large number of new games pouring into the track, including: material understanding mystery-rope puzzle solving, line drawing parking theme planning, classification, and brain teasers. In general, ultra-leisure dominates the market with puzzle games, and new games are innovative in themes and gameplay.

Summary of the development characteristics of key categories of puzzle mobile games:

Answer: Because the game has a large number of 35+, its old games are more favored by the market, and the popularity is enduring, and some offline variety show IP blessings. Several hot new games that have emerged in recent years all have a large degree of innovation in the gameplay (guess the character or “betting” to solve the problem).

Word puzzle: The popular gameplay is “connected words” and “limited letter words + scoring”. In addition, there are fusion gameplays such as “word puzzle + simulation dressing”. Because there are few creative points that can be incorporated and all aspects of the previous hit games are well polished, the current head products of this category are mostly old travel.

Painting: The current hot style of coloring gameplay appeared in 2017~2018 (“Happy Color”), and the hot style of graffiti gameplay appeared in 2019~2020. The graffiti gameplay has evolved from “you draw and I guess” to “draw based on clues to compete speed” and then to “draw props for in-game characters”.

Test of eyesight: Most of the games are finding the difference and the most classic, but games like “June’s Journey” that are polished and refined to find hidden objects and coordinate with the advancement of the plot are also particularly popular. In addition, the recent new game “Find Out” integrates a variety of popular gameplay in this category, satisfying a wider audience with rich gameplay.

Brain teasers: The gameplay originated in China. After a few years of domestic popularity, it began to export culture. It used “Brain Out” and “Brain Test” as the main carrier to feed back the overseas market and quickly detonated the entire puzzle market, becoming a well-deserved one in the past two years Dark horse popular category.

Material understanding mystery: The game has become popular in recent years with ultra-casual carriers, but some seemingly new gameplays actually have their origins. In the early years, there was “Cut the Rope”, a rope-cutting game with a frog as the theme. It corresponds to “Rescue Cut” with the current core gameplay unchanged, and the level of difficulty and the screen is lighter. A similar example also includes the pin gameplay, which was originally called “Splash Canyon”.

Graphic splicing: development from simple to complex and then to simple. 2D traditional puzzle (leisure)-3D model stitching (leisure)-Tangram stitching (super casual).

2. Basic overview of puzzle mobile games

The popularity of puzzle mobile games has been steadily increasing in all regions except Indonesia; the United States and India have the largest acquisition of customers, and Vietnam has the best download growth.

The downloads of plot puzzle solving have risen the most impressively; material puzzles, brain teasers and word puzzles are among the top three on the hot list.

The plot puzzle gameplay has a large purchase, but the daily life conversion is not good; on the contrary, the answer, the water pipe and the horror independent medium and long stay conversion effect are good.

Lion Studios, Easybrain, and SayGames are the top 3 makers of puzzle mobile games.

Summary of puzzle mobile games

The United States has the largest traffic pool for puzzle mobile games. In addition to the United States, Southeast Asia’s India (ranking second in popularity) and Vietnam (the highest rise in popularity) and Brazil in Latin America (ranking third in popularity) are the favorite destinations for puzzle head games. In addition, Russia and Mexico (heat growth rate of more than 30%) also have considerable potential. Although Indonesia has a huge population base like India, it is currently facing a slight decline in downloads.

Plot puzzle is the biggest dark horse category in 2020. Not only does it have the highest heat gain, it also ranks among the top 5 downloads of the entire category by relying on only two games, and helps Lion Studios become a well-deserved hot Top1 manufacturer. However, the problem with plot puzzle games is that the purchase volume is large, and the conversion of daily and monthly active users is slightly poor.

In contrast, answering questions, connecting water pipes, and horror independent games are highly playable, and the conversion effect of customer acquisition is excellent. Except for the categories mentioned above, the conversion of other categories from purchases to daily and monthly activities is maintained at a normal level.

Physical puzzles, brain teasers and word puzzles contribute to the main traffic of the puzzle market. The high popularity of the mystery is due to it being a parent category with the highest coverage, including rope puzzle solving, sanding, pinning and other subdivision gameplay; brain teasers have become popular since “Brain Out” and “Brain Test”. It ushered in a large number of games with the same gameplay, and all made great achievements; word puzzle is a classic gameplay, and it has maintained a stable market popularity.

Among the top manufacturers, there are those that have made it into the Top 15 with just one hot model (Scopely-“Scrabble Go”), and those who rely on the proficiency of one category to occupy the front (Unico Studio-brain teaser), and some rely on the market Sensitivity, keep following the trend and keep up the heat (Good Job Games).

3. Summary of the characteristics of puzzle mobile games

1. Core gameplay: The theme is differentiated, the gameplay seeks creative breakthrough points, and the degree is subtracted.

Products with the same core gameplay as mainstream games will reflect differences in themes (for example, the gang theme of “Hitmasters” and the hero rescue theme of “Hero Rescue”).

2. Extended play: It needs to be placed in a specific node of the core gameplay to start; consider adding it during version iteration.

When the diversity of levels in the core gameplay is difficult to enrich, and players tend to feel tired, considering adding extended gameplay is the key to ensuring mid-term and long-term player retention. Especially in the iteration of the game version, the addition of extended gameplay will help extend the life cycle of existing players.

3. Art and music quality: Echoing the theme, plot/eyesight games need to pay attention to details and polish.

The type of art and music must match the game theme and user type. For example, brain teasers and other jump games that require a lot of brain power, the art style is funny, cartoon line, and the music is more lively. And like “Wordscapes”, because the user portrait is a middle-aged person over 35 years old, the background materials all adopt the “natural scenery pictures” that are highly accepted by this kind of people, and the background music also adopts a soothing and soft tune.

4. Interaction Design: Object understanding puzzle games need to pay attention to the precision, immediacy of interaction and the effect of animation feedback.

The more the graphics and the simpler the gameplay, the more it needs to be polished on details such as interaction design to make the player’s experience smoother, which is also the key to determining competitiveness.

5. Level design: It needs to be easy to combine, and has a degree of relaxation; the richness of the number of levels determines the long stay of the game.

The richness of levels largely determines the quality of long-term retained data in the game. For example, the “Differences” game under the eyesight test category uses 10,000+ levels as a selling point, achieving 36% of three-day stay and 29% of seven-day stay. The main reasons for the poor retention performance of “Color Roll 3D” under the color filling category are “high level repeatability after 100 levels” or “playbacks can be completed within a day”.

6. Level design: The player can control the difficulty of the level to avoid boring (too easy) or frustration (too difficult).

By giving players more choices, some games will give players the initiative to control the difficulty of the level. For example, in the answering game “Trivia.io”, through the form of betting, the risk of right and wrong answers for players is dispersed, and the system can also give questions in various difficulty ranges, so you don’t have to worry about being too simple/too difficult for the player experience. influences. In the eyesight test game “Find Out”, although it is more difficult to find all the items, players can enter the next level when they reach the one-star clearance standard (for example, find 50% of the items), so there is no need to worry about stuck levels. In the coloring game “Paint Dropper”, the high-challenge gameplay only pops up randomly. Players can choose to challenge or not, which does not affect the difficulty of the overall level.

7. Reward design: Divided into currency rewards, gift package promotion, treasure chest opening, specific reward levels and non-material rewards.

Most games will include basic currency rewards after clearance, and gold coins or diamonds.

8. Monetary System: The consumption of redeeming skins may show an increasing “n+x”; a few games have no currency design.

Some games will design two sets of currency systems (usually in the form of gold coins and diamonds), and the consumption of each currency system is different. For example, in “Trivia.io”, gold coins are used in the core gameplay, and diamonds are used in the peripheral system.

9. Peripheral system: Including skins, check-ins, achievements, etc.

Except for games with very single gameplay and elements (such as “Fit’em All” and “Color Fill 3D”), daily check-in is the standard setting for most games. Players can receive rewards such as currency, props, skins, etc., aiming to encourage users to wake up users at least once a day.

10. Peripheral System: There are also more complex systems that incorporate simulation dressing/management, which requires high art and can be placed in more advertising spaces.

In addition to the basic skin system, there are also simulation dressing systems like “Hitmasters” or “Sand Balls”, or more complex simulation operations like “Find Out”. The addition of such peripheral systems can greatly improve the playability of the game and the player’s sense of purpose. At the same time, they are also the places where advertising spaces/demand points appear most densely. But compared to skins, this type of peripheral system has higher requirements for art quality and even numerical design, because whether it is dressing or business, the integrity and exquisiteness of the “small world” determines whether the player has the motivation and desire to continue to unlock the The various functions of the system.

11. Monetization design: Banners are standard for most games, all located below.

Most puzzle mobile games use a mixed monetization model (even ultra-leisure also offers the option of paying to advertise).

The forms of advertising space that appear in puzzle mobile games include banners, native, cross-promotion, interstitial, and rewarded videos.

Banner: Almost all of the ads are located below the game interface. Some games are “long-term presence”, and some games only appear on the Gameplay interface.

Banners are standard for most puzzle mobile games, but games like “Hitmasters” or “Save the Girl” with excellent art quality, numerous in-game elements, and rich incentive/interstitial advertising spaces will choose to eliminate the banner Advertising to reduce the interference to players and improve the visual quality of the game.

12. Monetization design: Cross-promotion is widely adopted by major manufacturers; native advertisements are placed in checkpoints and checkpoint maps to catch people’s attention.

Cross-promotion: Cross-promotion is a form of advertising usually used by big manufacturers with a complete product matrix, such as SayGames (“Sand Balls”), Voodoo (“DrawJoust!”), Lion Studios (“Save the Girl”), as Efficient derivative of own product matrix. The location of cross promotion is usually on the checkout page or the main game page.

Native: Native ads usually appear between the level map and the level map, and the appearance is not much different from other level modules. Only the corners have an “AD” logo. The presentation form is usually high in color saturation and rich in color types, which can quickly grab the player’s attention. It is suitable for products with high overall art quality and relatively complete and excellent design of the selection interface.

13. Monetization design: Interstitial screens are standard for puzzle mobile games. Products with high playability have low pop-up frequency in the early stage, and products with low playability are vice versa.

Interstitial: Interstitial is the standard configuration of all puzzle mobile games. Each game has different settings for the pop-up frequency of interstitials. For example, the pop-up frequency of drawing-and-drawing game “Draw Joust!” is 1~2 levels/time, and the pop-up frequency of word puzzle game “Wordscapes” is the same as above. Like this kind of game with a relatively long single game, the interstitial pop-up of 1~2 level/time will not be too disturbing.

14. Monetization design: Incentive advertising related to core gameplay includes revenue doubling, level jump, and key resource acquisition.

Incentives: The higher the playability of the game and the richer the peripheral systems, it means that the players have more points of demand, and the addition of incentive advertising spaces has more placement.

Related to core gameplay: double revenue (not applicable to games without currency resources or low currency demand), skipping levels (not applicable to non-push-off games), and obtaining key resources in the game (in games that provide currency) In, currency is an important resource. In games where currency is not provided, clues are important resources).

15. Monetization design: Incentive advertising space can also be related to reward design and extended gameplay.

Incentives: The higher the playability of the game and the richer the peripheral systems, it means that the players have more points of demand, and the addition of incentive advertising spaces has more placement.

16. Monetization Design: Peripheral system incentives can be used to boost the core gameplay, but also to obtain skin.

Incentives: The higher the playability of the game and the richer the peripheral systems, it means that the players have more points of demand, and the addition of incentive advertising spaces has more placement.

17. Monetization Design:Adventure type advertising space is suitable for simulation operation peripheral system, and the reward content includes bonus, architectural/decorative elements or currency.

Related to peripheral systems: For simulated business/dress up peripheral systems, these systems are easy to combine with adventurous incentive advertising spaces. Random and limited time pop-up adventure ad spots, the reward content is: 1) bonus, increase the speed of income gain within a certain period of time; 2) directly reward a large amount of currency (because the cost of purchasing items in the simulated business system will be “n+x” The form of is constantly growing, so the currency that can be obtained also dynamically grows accordingly); 3) The architectural/decorative elements in the system.

Except for adventurous ad spaces, doubling of offline revenue is the standard configuration because there are usually placement elements in the simulation business system. In addition, because these systems involve “open wasteland” (for example, to unlock new rooms, booths, etc.), advertising spaces will also be placed on “free unlocking”.

18. Customer acquisition path: The magnitude of Android is larger than that of iOS, and the traffic distribution in the head area is more even.

Almost all of the iOS products in the cases use the T1 mature market as the main customer acquisition area (or all T1 mature markets).

The customer acquisition level of iOS is usually smaller than that of Android, and the strategy of most products in iOS is “mainly purchase in the United States, supplemented by purchases in other regions”; while the traffic distribution in the Top5 areas of the Android platform is mostly relatively even, and there are few in the United States A situation where more than 70% of the traffic is concentrated.

Although the United States is the largest traffic pool on the iOS platform most of the time, it is not the case on the Android platform. Even if product purchases were initially tested in the United States, like “Save the Girl” and “Brain Out”, India and Indonesia are both dark horses in the midfield, and their purchases have continued to increase, surpassing the United States to become the largest traffic pool. The huge population base and relatively low customer acquisition costs in the T3 area make them a potential market targeted by many manufacturers.

The peak of customer acquisition is usually within a month after the game is launched, and then the customer acquisition level tends to be flat, and this pattern appears more in ultra-casual games.

Four, puzzle mobile game category and case analysis

1. Answer

Answering questions originated and prevailed in the United States. Most of the head products are classic games, and there are also “dark horses” who break in with innovative gameplay.

The answer is derived from the classic puzzle gameplay of the United States, so the region where the most players gather is the United States. The second and third place “Trivia Crack” and “Trivia Crack2” can be traced back to 2013 and 2018 respectively.

“Trivia.io” is a dark horse in this category. It has been online in the past year, and it is very popular among players due to its highly creative answering gameplay. It has even been used as an ultra-casual game with a seven-day retention rate of 25%, which is the top retention of similar games.

Similar to “Trivia.io”, “Whooo? “It is also a game that has recently broken into the head of this category with its creative gameplay. Different from the traditional common-sense quiz, this game is “Guess the Character”. Players can ask questions to the system, and use the “yes” or “no” answered by the system as clues to infer who is the correct character is the victory.

Answers to the question maintained steady growth of DAU in the United States, and achieved a huge increase of 100% in mature markets in France and Germany. The gameplay is generally poor in Latin America, and daily active players including Brazil, Mexico and Argentina have shrunk to varying degrees.

2. Classification

Classified as new gameplay, “Sort it 3D” is the hottest; the game is mainly in the United States.

Classified as a new gameplay in the past year, “Bubble Sort ColorPuzzle Game” was the earliest game that was released (November 2019). Just a month later, “Sort it 3D” was launched. Influx of a large number of players, did not shake its head position, and its retained data is the best.

The retention data preference of this gameplay is more than 50% for the second time, 34% for the 3rd, and 25% for the 7th (all except “Ball Sort”). The comment section of the GP store reported that advertisements in the game popped up too frequently, which affected the game experience.

New gameplay usually prefers the United States for suction, so most players are concentrated in the United States. In addition, India and Brazil have each gathered 40,000~50,000 players in the past 90 days, which is a market with great potential.

3. Planning

The car-themed gameplay drove the popularity of this category. For example, “Park Master” is “lined parking” and “Let Me Out” is “Car Huarong Road”, and their retained data are all outstanding, the former stays second. Reached 53%, the latter reached 54%. The gameplay of “Car Huarong Road” has relatively high mental requirements and good playability.

In addition, games with charging themes represented by “Recharge Master” and “Recharge Please!” with planned charging cables as the gameplay are also very popular in the market. This gameplay has achieved a rapid increase in daily activity in the entire region, and in regions other than the United States It is in the budding stage of the heat. The United States is the largest traffic pool, achieving a 204% month-on-month growth, followed by DAU in Brazil and India. In addition, the gains in Russia, China (iOS), and Mexico are also amazing.

4. Brain teasers

Brain teasers: The fiery heat of “Brain Out” and “Brain Test” moved the development of the gameplay.

The “Brain Out” and “Brain Test” launched in the second half of 2019 not only allowed this unique gameplay to enter the field of vision of overseas players, but also drove the development of the entire puzzle mobile game. Although the flow of these two games is almost the same, the retention data of the former is much better than that of the latter, with the second retention and 3-day retention reaching 54% and 36% respectively. “Brain Test 2” is also relatively poorly retained as the second generation. The GP store review page reports that its ads pop up frequently and last a long time.

In addition to the United States converging the largest traffic pool and achieving a growth rate of 89%, the gameplay has also broken through 100% growth in India, Russia, China (iOS), and Brazil, and ranks among the top daily activity levels. In addition, Mexico’s growth rate is the fastest, reaching 817%. Vietnam (-3%) is the only region where DAU has shrunk.

5. Plot puzzle solving

The game “Save the Girl” opens a new chapter for the super-casual core puzzle gameplay. At present, in the head market, the only games that are based on plot solving and “choose one” gameplay are “Save the Girl” and “Clue Hunter”, both of which are produced by Lion Studios.

“Clue Hunter” has better retention than “Save the Girl”, but the retention of both games is better, staying above 48%.

Because the two games have been launched relatively recently, they are a dark horse in each market. Among them, such games are more popular in the United States, India, Brazil, Russia and Indonesia.

6. Physical Understanding

The mystery of material understanding: the gameplay is very different, so it is divided into four categories; the rope theme is the most popular, and the pin game has a lot of games on the list.

Due to the large differences in gameplay under the puzzle gameplay, it is divided into four categories, namely rope, sand drawing, pin drawing and others. Among them, “Rescue Cut” under the rope game has received the most downloads, followed by the sand ball game “Sand Balls” that was launched in mid-2019. After more than a year of testing, the popularity is still high. In addition, “Go Knots” under the rope gameplay is also excellent in retention and magnitude. Although it is the same rope puzzle, the gameplay is different from “Rescue Cut”. The former is a cut rope, and the latter is a rope that is unwound.

Although there are no particularly popular games under the pin-up gameplay, the win is the number of games. A total of 12 games have been listed in the Top30 puzzle list in the past six months, and the traffic distribution is relatively even. Games under other categories include “Evergreen” and “Happy Glass”, part splicing gameplay “Fun Board” and so on.

In most games, the second retention rate is 50% and above, and the lowest is 46%. The three best-performing games with retained data are “Pull the Pin” under the pin play method.

7. Material understanding puzzle:Pinning popularity has risen the most rapidly, and the main players of the puzzle are active in the United States, India, and Brazil.

Because most of the games under the sand-playing method are old games before August 2019 or even 2014, the popularity in various regions has declined to varying degrees. The same is true for the popularity of other gameplays (the traffic of this gameplay is mainly supported by “Happy Glass”, which was released in 2018).

The pin game with the highest increase in popularity is the most popular in the United States, and the fastest increase in India (up 4232% from the previous month), followed by the rope game, which achieved the fastest growth in Mexico (up 512% from the previous month).

Taken together, the game of physical understanding puzzles is more popular in the United States, Britain, India, Brazil, and Russia.

8. Puzzle shooting

“Doddle Dunk” and “Ball Pass 3D” are both basketball-themed games, while “Pong Party 3D”, “Bottle Shooting Game” and “Cannon Shot” all have cups or bottles.

“Hitmasters” was highly praised after it was launched due to a series of factors such as the gang theme and the strong killing pleasure, and it climbed to the top of the category, with a stay of more than 50%.

“Cannon Shot” is the best retention rate in the head game, thanks to its rich level elements, the diversity of each level, and high playability.

Indian players generally prefer shooting games, so it is also the largest player pool of puzzle shooting, maintaining a steady growth of 3%. In addition, this gameplay has achieved 100% growth in Brazil, Russia and France. Pakistan (-15%), Mainland China (-15%) and Germany (-15%) are the head regions where DAU has slightly declined.

9. Painting

For the same category of painting, the retention of graffiti gameplay is generally higher than that of coloring gameplay, or because the coloring gameplay has more repetitive operations and requires players to invest more time and patience.

Graffiti has a wider audience, so its top two games are much more popular than coloring.

The coloring is mostly for casual verification, requiring players to spend a certain amount of time to carefully color each color block of the painting. But there is also an ultra-casual gameplay like “Paint Dropper”, which retains the fun of coloring, but because of the low requirements for the detail of the color blocks, it shortens the single-level progress time.

The graffiti is mostly simple strokes, including drawing props for game scenes/characters, drawing and guessing, etc. Players have a high degree of manipulation of the game.

Players in the painting category gather in the United States, Russia, and Brazil. Among them, the graffiti gameplay has gained great momentum, mostly breaking through 100%, while the color game DAU has shrunk slightly in Brazil (-2%) and India (-21%). Vietnam is a new market for graffiti.

10. Graphic stitching

In this gameplay, only the Top1 game “Fit’em All” is super-casual, and the others are casual. “Fit’em All” is a new game in 2020, with the theme of tangram stitching, diversified graphic design and simple and easy-to-use core gameplay. It has been widely acclaimed when it went online.

In addition to tangram stitching, it also includes three-dimensional model stitching (“Carpenter” and “Pocket World 3D”, traditional puzzles (“Jigsaw Puzzles”) and polyhedral puzzles (“Polysphere”).

Most of the second stays are above 50%, which is the best performance in “Fit’em All” and “Hexa Jigsaw Puzzle”. According to store reviews, the reason for the poor retention of “Jigsaw Puzzle Collection HD” is that the game often freezes.

Even though most of the graphics splicing gameplay is old travel from 2017 to 2019, its popularity has achieved positive growth in the Top 10 regions. Among them, the United States, China and India contributed the main players, and France achieved the fastest growth in DAU (162%).

11. Color block filling

“Color Fill 3D” was launched in 2019, and it still maintains the largest download volume so far, and is far from Top2.

The top 2 games are all released by the manufacturer Good Job Games, and the second is the new game of 2020. Except for this manufacturer, other Top7 games are contracted by Popcore GmbH and Voodoo.

The retention of “Color Roll 3D” is relatively poor, all three retained data are at the bottom, and the second retention is only 44%. From the store reviews, players generally reported that “you can clear the level in one day” and “the content of the level will repeat after 100 levels.” The thin level design makes retention poor.

Because the color block filling is the hotter ultra-casual gameplay in 2019, by 2020, DAU will decline in all regions, with Brazil (-58%) and the United Kingdom (-60%) experiencing the most serious shrinkage.

12. Eye test

The eyesight test category is mainly to find different ways to play. The head games are mainly old games, supplemented by new ones.

“Find Out” was released in 2019. Once it was launched, it quickly surpassed many classic old games of the same category and ranked first. The game is based on the eyesight test with brain-hole gameplay, which makes it full of creativity, high playability, and 52% retention.

The promotional selling point of the second-ranked “Find the differences 750 + levels” is that there is no interstitial, all relevant cards are unlocked at once, and players can play any level. The game “Differences” produced by Easy Brain has the highest retention reason or its rich level design, up to 10,000+ levels.

The eyesight test DAU achieves full category growth, which is more popular in the United States, China and Vietnam, and generates 2342% and 469% month-on-month increases in Indonesia and Mexico respectively.

13. Word puzzle

Because of the serious homogeneity of word puzzle products, it is difficult to have highly competitive innovations, so the flow distribution of head products is relatively even. Because of this, the old games released between 2016 and 2018 are still in the DL Top3.

“Crazy Guess the Idioms” is the only “word puzzle + online earning” fusion game on the list, which is mainly in China (iOS). Most of the players in word puzzle gameplay are concentrated in the United States, followed by Brazil and China. With the exception of Russia (-37%), Turkey (-42%) and Brazil (-2%) who have slightly reduced their daily active players in the past 90 days, the popularity of this gameplay has grown steadily in other regions, including China (iOS) The rapid growth of 117% has been achieved due to the popularity of the “Net Earn+” word game.


Source: Roski
Original: https://mp.weixin.qq.com/s/wKxgbH5GRwZTcrx2sxcHdw

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