

Paying 99 cents marked me as a spender and the game difficulty would become a bit harder for me than it would for players who never paid. With friends sending help requests and lives, I could have gotten through in a day or two but I wanted to continue right away. This is what GamaSutra’s Shokrizade calls a “Progress Gate.” Technically, it’s a soft gate. I’m not a big spender in games - probably $20 a year - but I’d enjoyed the play so far and knew one or two people who were ahead of me, so I paid.

These are sections in the game where you get friends to help you, or you pay 99 cents to cross immediately. It was my first inkling of how difficult the game could get, but I eventually fluked it and reached a bridge point. So Why Did I Quit?īack in February I spent about three weeks on level CCS 75.

Indeed, it’s been so successful it’s removed in-game advertisements from all of its titles. Not bad for a free game.Ĭlearly King (rebranded from in March 2013) has got the Midas touch. That’s an annualized figure of approximately $200 million. Not surprisingly, the game’s been ranked No. iOS users, meaning the true revenue figures are likely to be considerably higher. So that leaves out Facebook, Android and non-U.S. A Massive SuccessĪccording to figures released by monetization company Think Gaming, over the period May to July CCS brought in $632,867 a day, with 225,000 daily installs on iOS in the U.S. In particular getting a striped sweet next to a colored ball, or even better, combining two colored balls, provides an almost visceral feeling of satisfaction and is usually enough to finish the level. Each collection of themed levels in CCS gives a new flavor to the game, plus the combination of dropping ingredients, collecting jelly or acquiring points in a given time adds plenty of variety. It’s a high performance super car in comparison to Bejeweled Blitz’s Model T Ford. I’m not quite the target demographic (80 percent of Candy Crush Saga players are women) but I’ve always enjoyed Match Three games and was slightly prophetic in an article I wrote last year on Match Three mechanics.Īs a game designer, I’m in awe of the way CCS took the basic concept and evolved it through the addition of time bombs, evil chocolate, striped and wrapped sweets and several other mechanics. I’d got up to about level 133, not even half way through the 300+ levels the game offers, but had struggled a lot on some of the ones I’d recently hit. Ramin Shokrizade’s article in GamaSutra on the top F2P monetization tricks was the reason I quit King’s Candy Crush Saga in July after playing it nearly every day since January.
