Given how mature mobile F2P engagement and monetization design is today, it’s rare to find or invent features that have the potential to double baseline revenues across multiple games in a specific genre — or better still, across genres (looking at you, Battle Passes).

And yet, Dream Games launched a new power-up feature in Royal Match last June called Super Light Ball, which increased its revenue baseline by more than 1.5 times and is currently propagating across more games in the puzzle genre.

Source: Naavik

How Super Light Ball Supercharged Royal Match’s Revenues

Power-ups in puzzle games, like the common Rocket, Propeller, Bomb and Color Bombs (or Light Balls and Disco Balls), are a key part of the moment-to-moment gameplay.

Innovation in power-ups has played a key role in unlocking growth for puzzle games, from Homescapes simplifying the Candy Crush Saga power-ups from colorful to plain, to Match Masters building its whole game around the power-ups economy (which we covered previously here).

In Royal Match, the Super Light Ball is twice more powerful than the regular Light Ball. It clears all items of two colors on the board, and when combined with another power-up, it turns all items of two colors into power-ups for insanely powerful results (examples from 07:10 here) that reduce the chances of losing a level to almost zero.

To activate the Super Light Ball feature, players need to win 10 levels, and once activated, it is enabled for all subsequent level attempts until players fail a stage and thereby lose the Super Light Ball.

Source: Naavik

The end result for players with the Super Light Ball power-up is them feeling pretty good about tearing through level content, which means higher session engagement and therefore higher chances of monetization. But how exactly does it affect monetization?

Puzzle game monetization is driven by coin spend for extra moves in the "out of moves" popup. For players who fail a level, the pressure to spend coins plus the potential loss of the Super Light Ball (until they win 10 levels to activate it again) can feel like a pretty big power-up advantage to forego.

The Super Light Ball therefore allows Dream Games to deliver even harder variations of existing level content when the feature is active. Not only would beating that level make the player feel pretty good about themselves, but it also increases the chances of players hitting the "out of moves" popup (and therefore monetizing) even with the Super Light Ball active.

As seen in the image below, Royal Match was able to increase its monthly revenue baseline by 1.5 times after launching the Super Light Ball feature. There are three key points to note here:

  • The revenue baseline shift is not correlated with downloads, because if it was, then the January 2024 downloads spike should’ve showcased a revenue spike of its own.
  • There is also no revenue trend correlation with monthly active users, which is trending downward post feature launch, because downloads dipped during the same period, and poor quality cohorts exited the game between D1 and D7 itself. 
  • Day 30 retention is very stable post feature launch.
Source: data.ai, Naavik

As one of the last features to unlock at level 292, the Super Light Ball naturally drives higher revenues from medium-to-long-term (D14 and higher) retained cohorts. At the same time, the feature also results in a high intensity moment-to-moment session experience that allows players to gobble up level content at an even faster rate than ever before.

While that can result in a huge short-term dopamine hit, it also greatly increases the chances of player burnout and therefore churn. Further and more fundamentally, players start casual game sessions with a mindset to relax and disconnect, but if the game they choose to relax with massively increases loss aversion through a very prominent feature, it further increases the chances of churn.

In light of these theoretical concerns, it’s very impressive to see Royal Match showcasing a very stable D30 retention trend, which means the Super Light Ball is highly effective at driving revenue without negatively impacting retention or engagement. Royal Match doesn’t seem to be losing its highly valuable paying audience due to the supercharged nature of this feature.

Source: data.ai, Naavik

But Is the Super Light Ball Working Across Puzzle Subgenres?

Three months after the release of Super Light Ball in Royal Match, Toon Blast followed quickly with a 1:1 parity feature called Magic Disco. The feature unlocks similarly later in the funnel, at level 291, and has the same implementation for increased power and loss aversion.

Source: Naavik

The key difference in the player experience comes from Toon Blast being a tap-to-blast game with no auto-matches generating power-ups from the cascades, which are a big part of swipe match-3 games, making the role of power-ups in Toon Blast, and by extension the Magic Disco, slightly smaller.

Nonetheless, the Magic Disco has been successful at driving up Toon Blast’s revenues in a similar fashion to Royal Match.

  • Revenue rose from a $6M per month baseline to now $9M (a 50% increase), although it remains to be seen where the new baseline will settle.
  • The revenue increase is not correlated with download movement.
  • Active users were declining much before this feature’s launch, and continue to drop. This is not because the feature caused any kind of player burnout, but more due to poor quality user cohorts that showcased less than ideal retention metrics across the board.
Source: data.ai, Naavik

"Killer" features like this are hard to come by. But when they are found, game developers should definitely not sleep on them — they quickly propagate across multiple titles striving for feature parity and the associated revenue upside.

More importantly, it’s vital for game developers to more fundamentally understand why the feature drives the results it does. In the case of the Super Light Ball, it comes down to incremental innovation, one of the most core game components, while still balancing an engaging, forever experience.

That said, such features also come with inherent risks, such as burnout, and it is vital for game developers to understand the trade-offs they’ll need to make when implementing such features. All in all: Royal Match has done it again, and it continues to forge the future of the puzzle genre.


A Word from Our Sponsor: Nexus

Build a Support-a-Creator Program

Explore implementing a game-changing Support-a-Creator program with Nexus, the leading platform for live service PC, console, and mobile video games, designed for building holistic creator programs.

Through Nexus’s Support-a-Creator API, live service publishers can build world-class creator programs that drive significant growth in conversion, ARPPU, retention, and LTV. Nexus has partnered with leading live service publishers like Capcom, Grinding Gear Games, Hi-Rez Studios and Ninja Kiwi to build out their creator programs by managing creator onboarding, payments, analytics, attribution and so much more. 

Partner with Nexus and benefit from their expertise while implementing your own Support-a-Creator program.


Content Worth Consuming

Source: Guardian

The Quest for True Signal: How Zynga Spotted Mobile (a16z Podcast): “You might recognize the name Mark Pincus but we almost guarantee you recognize the game Farmville. Mark Pincus is the founder and longtime CEO of Zynga, known for its massive global franchise of games, including those household names like Farmville and Words with Friends. Zynga was also at the forefront of the transition to mobile and the use of large platforms like Facebook for distribution.“

Think Games Istanbul 2024 - Main Stage(Deconstructor of Fun & Google): “Join industry innovators and thought leaders for a day to explore premium insights on the industry landscape, discover top-notch strategies and get hands-on in breakouts to level up your growth plan while finding out the latest news on Google AI and gaming solutions.”

Distribution(Ep. 14)(Gamecraft): “In perhaps their most important episode of the series, Mitch and Blake explain what they mean when they use the term "distribution" and why it is so important to their understanding of how the video games business functions. Like they did with the term "publishing" last season, they try to recontextualize distribution as a much larger and more important concept than simply moving atoms or bits into commerce.”

How to save $10 million on your next game(GameDeveloper.com):In 2006, 71 new games were released on Steam. In 2023 that number was over 14,500. Making a game has never been easier. Tasks that just a few years ago would have taken weeks to complete, like item design, can now be done in seconds, which increases opportunities for would-be developers with limited resources or technical skills.

Ralf Reichert - ESL (Game Changers): “In this episode of Game Changers, Jason Chapman, Managing Partner of Konvoy, engages in a discussion with Ralf Reichert, a founding leader of esports, having shaped the industry for the past 20 years. Ralf co-founded ESL with the aim of creating significant stages for a new sport that would elevate players to global stardom. What began as a pursuit for quick win evolved into a lifelong journey, culminating in ESL's position as the largest esports brand. In a billion-dollar transaction in 2022, ESL merged with Faceit to form the ESL Faceit Group - EFG. Ralf, now an active angel investor, primarily serves as Chairman at EFG, focusing on creating new experiences beyond gameplay where esports and gaming intersect.”


In Other News

💸 Funding & Acquisitions:

📊 Business & Products:

👾 Miscellaneous:


Our Investment Support Services

Over the past few years, we’ve had the privilege of supporting several great investment firms in and around gaming. Our team, which is deeply experienced and uniquely positioned at the cross-section of gaming, technology, and finance, is available to provide market and investment research, due diligence, and advisory support. Here is what one of our clients had to say.

The gaming industry's complexity, marked by its diverse audiences, products, platforms, and business models, requires relevant and current insights. Naavik's research has been instrumental for our team, keeping us up-to-date on various trends and developments across the entire vast playing field.

- Juha Lindell, Director of Platform at Play Ventures

If you’d like to learn more, reach out here! Also check out our expanded consulting service portfolio here.


Don’t miss our next issue!

Sign up to receive the #1 games industry newsletter, straight in your inbox.