In most recent mobile games like Grass Cut, FireBalls 3D, Twist Hit! or Snow Drift! I see the same level structure where you need to finish 3-4 mini-levels / stages in order to really finish the level.

For example, in Grass Cut average time to finish a full level that consists from 4 mini-levels / stages is 4 minutes. That's a very long play session as to mobile. What's the purpose of those stages? Why can't they just create a full-featured levels from those stages like in Color Bump 3D?


One mechanical reason to break levels up into multiple parts is to provide a mental break for the player, allowing them to reset their concentration or to provide a clear pausing point for them in case they need to put the game down and attend to other aspects of life.

A similar reason would be to provide more of a sense of accomplishment and progression. Providing goals to complete that are part of a larger goal, even if the scope of both is small, provides both positive reinforcement to the p layer upon completing each smaller goal and a bit of a carrot to keep the player engaged when it looks like the next goal is close at hand. It helps with that "well I'll just finish one more task before I put this down" feeling.

Another reason to break levels up into stages is for thematic reasons, to have a clear transition between environments, ideas, or concepts (but one that still fits within the overall theme of the outer level structure). This is more common in narrative-based games; you might also see cutscenes used to break up these stages.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.