It's not about five more moves
I stopped playing Royal Match when five more moves had turned into 25 more moves.
I played a couple hundred levels, and eventually got stuck on the same level for a while. At first, the game offered me five extra moves if I spent some in-game currency. That was annoying, but expected. These games do that all the time. After enough failed attempts, though, the same offer had grown into 25 extra moves, and that was the moment when the whole thing started to feel different.
Not because the level was hard. Hard levels are fine. In fact, I like hard games a lot, and losing is not automatically a problem. In many games, losing is part of what makes finally winning feel good. The problem was that I no longer felt like I was trying to solve a puzzle. I felt like I was negotiating with the business model.
It’s also the broader question I keep coming back to with many modern games: At what point does game design stop serving the player and start serving the business model?
This isn’t really a review of Royal Match. I’m using it as an example because it’s polished, popular, and very good at what it does. The uncomfortable part is that what it does isn’t only game design. A lot of it feels like monetization design wrapped inside a game.
Another reason this has been on my mind is that I’ve recently started designing and making games with my friends. It has made me think more about design patterns, and about the difference between mechanics that serve the player and mechanics that serve the business model.
The game starts by feeling generous
In the beginning, Royal Match feels nice enough. You get powerups. You get boosters. You get coins. You complete levels. You unlock things. There are little rewards everywhere. The game keeps congratulating you. It feels almost silly how much it gives you.
That early generosity matters because it teaches you how to play. If the game keeps giving you boosters, using boosters starts to feel normal. They don’t feel like a limited resource yet. They feel like part of the game. You use them, you win, you get rewarded, and the game quietly builds a habit around that loop.
Later, when the levels get harder and the free resources start to run out, the feeling changes. The same boosters that once felt like throwaway extras now start to feel important. The coins that seemed like harmless free currency suddenly matter. The game has already taught you to rely on these things, and now it starts making them scarce… and of course when you’re almost done with a level, the game is there with an offer.
Five more moves.
That’s where the design starts to feel less innocent. The game isn’t only increasing difficulty. It’s changing the economy around the way you’ve learned to play.
Losing starts to feel different
There’s a good kind of losing in games. You fail a boss because you dodged too early. You lose a race because you took a bad corner. You fail a puzzle because you missed the obvious pattern. That kind of failure is useful because it gives you something to learn from. You understand what went wrong, and you want to try again because you believe you can do better.
In Royal Match, the losses eventually started to feel different to me. Sometimes I didn’t come away thinking I’d made a clear mistake. I came away thinking I’d simply been one or two moves short. Maybe I played badly. Maybe the level was completely fair. But from the player side, the feeling matters.
When failure starts to feel like a resource problem instead of a skill problem, the relationship with the game changes. The question is no longer just “How do I beat this level?” It becomes “Do I have enough boosters, coins, lives, patience, or willingness to pay to get through this?”
That’s a much less enjoyable question, and it changes everything.
Almost winning is where the money is
The five more moves offer is clever because it usually appears at the exact moment when it feels most tempting. If you fail badly, buying extra moves is pointless. You’re not going to spend coins if half the level is still unfinished. But if you’re missing one final target, one annoying tile, or one last object, the offer feels very different.
At that point, the win already feels close. In some weird way, it can even feel like the win already partly belongs to you. You were almost there, and the game knows it. Spending some in-game currency for a few extra moves doesn’t feel like buying an advantage from the store. It feels like rescuing the attempt you already invested in.
That’s what I find uncomfortable. The game isn’t just selling five moves. It’s selling relief at the exact moment frustration is highest. It’s selling the chance to avoid walking away from something that feels almost finished.
The 25 moves offer made this feeling even stranger. On paper, it sounds generous. The game is giving me more help after I’ve failed many times. But it also made me question the original level design. If 25 extra moves is a reasonable continuation of the same level, what does that say about the original move count? Was the level designed first as a satisfying puzzle, or was it designed around creating enough pressure that paying eventually starts to make sense?
I don’t know the actual answer. I only know that this was the point where the game stopped feeling honest to me.
The casino feeling
The surrounding design has a very familiar energy. Bright colors, flashy animations, constant rewards, timed events, progress bars, streaks, special offers, chests, and small celebrations everywhere. There’s always something almost ready, almost unlocked, almost finished, or almost expired.
What stood out to me is that even outside the actual levels, the game rarely feels still. There is usually something waiting for me to tap, claim, open, continue, or check. A reward here, an event there, some progress bar that moved a little, some chest that is now closer to opening, some limited thing that wants attention before it disappears. It creates the feeling that stopping is always slightly inconvenient because you’re leaving something unfinished.
Individually, none of these are necessarily a problem. A progress bar can be satisfying. A reward can feel nice. A timed event can give structure. The problem is the combination and the intensity. The game’s constantly creating small reasons not to stop playing.
There’s always one more level to try, one more reward to claim, one more event milestone to reach, one more chest to open, or one more almost completed thing waiting for you. The game doesn’t need every moment to be fun. It only needs enough fun, friction, and unfinished business to keep you inside the loop.
That’s where the experience starts to feel less like entertainment and more like behavioral engineering.
I don’t mind paying for games
I don’t think games should be free. Developers should be paid for good work, and I’m happy to pay for games that respect my time. I’d much rather buy a good game once than play something that constantly tries to pull money out of me through currencies, timers, boosters, and carefully placed frustration.
The issue isn’t that Royal Match wants to make money. Of course it does. The issue is when the game starts to feel like a vehicle for the store instead of the other way around. When level design, rewards, failure states, currencies, and limited-time offers all seem to point in the same direction, it’s hard to see the game as just a game.
That is especially frustrating because there’s clearly a lot of craft in these products. Royal Match feels polished. The animations are smooth, the feedback is satisfying, and the whole thing is very good at creating a sense of progress. The uncomfortable part is that the same craft also makes the monetization feel more effective. It doesn’t feel clumsy or accidental. It feels optimized.
When games stop serving the player
This is the part of modern gaming that bothers me the most. Not difficulty. Not paying for games. Not even microtransactions in every possible case. What bothers me is the moment when the design starts to feel like it’s solving a business problem at the player’s expense.
A good game asks how to make the experience more interesting, more satisfying, more surprising, or more fun. A monetization-first game asks how to increase the chance that the player spends. Sometimes those questions can overlap, but they are not the same question. Over time, they lead to different decisions.
One path leads to better mechanics, better levels, better pacing, and better moments. The other path leads to friction, scarcity, urgency, timers, currencies, and offers that appear exactly when the player is most likely to be frustrated.
That is why the 25 moves offer stuck with me. It wasn’t just an annoying pop-up. It was the moment when I felt the design philosophy underneath the game. I wasn’t thinking anymore about how to beat the level. I was thinking about how the level seemed to be constructed around my willingness to keep trying, keep spending resources, and maybe eventually pay.
Once that feeling appears, the magic is gone. The game can still be polished, colorful, and technically well made, but it no longer feels like it’s fully on the player’s side. And for me, that is the line where a game stops feeling like entertainment and starts feeling like a business model with animations.
Let me know what you think of this article on x.com @niklas1e or leave a comment below!
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