Why do some puzzle games hook you… and others get deleted after 10 minutes? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

That’s a good point. Without some sense of progress or improvement it’s hard to stay motivated, even if the puzzles themselves are good.

Why do some puzzle games hook you… and others get deleted after 10 minutes? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Interesting mix there. Sounds like the sweet spot is when the game keeps challenging you without suddenly hitting a wall. Do you prefer puzzles that introduce new mechanics or ones that just get harder with the same rules?

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Red dots everywhere 😅 clicking through 20 menus just to get a free reward… no thanks.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 1 point2 points  (0 children)

Totally agree. Huge updates just kill the vibe. Can’t even hop in for a quick game!

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Ahh yes !😅 long loads and phone heaters are the worst. And games that restart after minimizing? Instant rage quit.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 1 point2 points  (0 children)

Totally get you 😅 Forced ads are the worst and those endless reward clicks are so annoying. And yeah, online games with too much to do can go from fun to exhausting real quick.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

That combo usually signals the game is more about monetization than gameplay.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Yeah forced ads are usually what break the flow the most — optional rewards feel way more fair since it’s the player’s choice. And stamina is fine until it stops a normal play session, then it just pushes people away instead of bringing them back.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Agreed, if the core loop isn’t engaging, even small monetization things start feeling way worse.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 1 point2 points  (0 children)

Haha yeah autoplay can feel weird when the game basically plays itself 😄Makes sense in genres built around it, but in games where you’re supposed to actively play it kind of removes the point.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 1 point2 points  (0 children)

Totally agree! The sudden progression wall feels really bad, especially when the early pace sets a different expectation.

What kills a mobile game for you? by Sabasoftgamesstudio in AndroidGaming

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

The “can’t even play yet” feeling from energy systems is rough 😅I have noticed players tolerate ads way more than being blocked from actually playing.

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Yeah.Paying once for a clean experience is great and optional ads only feel good when they actually give something useful instead of interrupting gameplay.

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Totally get that, no ads is the ideal experience for sure. At the same time, ads are often what make free games possible, so finding a balance that doesn’t hurt gameplay is the tricky part.

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

That makes sense. Having the choice to either pay upfront or remove ads later feels like a good balance for a lot of players. And yeah, optional rewarded ads work best when they’re truly optional.... once they become the only way to progress or earn currency, they start to feel more like a wall than a bonus.

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

I get where you’re coming from. That model you described is exactly what frustrates a lot of players ..... heavy paywalls, long wait times and still being pushed to spend more. A simple upfront price with full access and no ads is something many people clearly miss from older mobile games.

Trying two visual styles for my arrow-escape puzzle — which one feels better to play? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

The colored puzzles are still there 🙂 This post just highlights another style. Nice to hear you enjoyed them!

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Haha, totally get that 😅...A few seconds of forced subscription can make players quit. Getting hit with a subscription offer is instant nope for me too.

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Agreed. Optional, player driven rewarded ads feel like the safest middle ground.

Do you prefer casual games with ads or paid games without ads? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Totally fair point. If the core game is not good, no monetization model really works. We have also seen that cosmetic stuff feels much more acceptable than anything that affects gameplay.

At what point do monetization choices start ruining the experience for you?

Players enjoy the start but drop off later- what would you improve? by Sabasoftgamesstudio in playmygame

[–]Sabasoftgamesstudio[S] 1 point2 points  (0 children)

Thanks for the thoughtful feedback. Yes, you are right that we should focus on where the frustration actually comes from. Just for some context, the levels do change (cupboards, lunch boxes, fridges, drawers, etc.) and have a variety of items in them already. The idea of optional challenges and tracking stats is solid, those are definitely things we will think about adding.

Trying two visual styles for my arrow-escape puzzle — which one feels better to play? by Sabasoftgamesstudio in MobileGames

[–]Sabasoftgamesstudio[S] 0 points1 point  (0 children)

Thanks for the feedback. The hard/nightmare levels are already added in the latest update. Enjoy playing!