About the author
Olha Semykina
Passionate & Results-driven Game Producer with a 10-year background in the gaming industry.
Journal 31 Olha Semykina October 3
Today, let’s explore Traffic Escape by FOMO, one of the pioneering companies that helped define this genre with its innovative Core Game Loop. FOMO has been in the TOP-50 for an impressive stretch of time, proving its staying power in the industry.
So, grab your magnifying glass, and let’s ‘inspect’ Traffic Escape together!
Without the NoAds purchase, players could encounter up to a staggering 482 ads (!) in Traffic Escape during the 150 levels:
FOMO primarily focuses on the Android platform, likely because it’s easier to find the right audience for their game — especially regarding Ad Monetization.
Most of the Traffic Escape audience is primarily located in the US and India.
The level structure is simple – the group of 11 levels is repeated:
The level progression in Traffic Escape follows a ‘sawtooth pattern’, where simple levels alternate with more challenging ones.
In a set of 11 levels, you’ll find 4 hard levels, 1 reward level, and 6 simple levels.
Why is the sawtooth structure so effective?
Additionally, this ‘sawtooth curve’ can be adapted to different difficulty progressions —whether linear, exponential, or something else.
There are three main ways the game controls the complexity of each level:
(1) Number of cars (ranging from 20 to 36): The more cars on the road, the greater the chances of making a mistake. Additionally, as the number of cars and roads increases, it becomes harder for the player to maintain control and manage the situation.
(2) Number of moves: This determines how many mistakes a player can make during the level. On average, the game allows for 0 to 2 mistakes, depending on the difficulty. When a player reaches 80% of the level and realizes they don’t have enough moves to finish, they may start reflecting on the effort they’ve already invested. As a result, this can increase the player’s motivation to use boosters or revive to complete the level.
(3) Blockers: In the first 150 levels, the game introduces only 4 types of blockers.
Pedestrian | Two Lane Road | Traffic Light | Bulldozer |
If a player hits them – he will Lose the Level | The amount of 2-lane roads and the specific of their interaction – how they cross each other | If the car goes on the red light, he will lose -2 moves. The traffic light switches the color every 4 sec | Only Bulldozer cars remove the rock obstacle from the road |
open lvl = 7 | open lvl = 9 | open lvl = 40 | open lvl = 70 |
I believe Blockers and Core mechanics are excellent tools for boosting player engagement and keeping them ‘hooked’ through a compelling core game loop. That’s why it’s crucial to regularly review their frequency in the game, ensuring they’re used effectively to maintain both challenge and player interest.
As a result, the game primarily regulates difficulty through the number of cars and the allowed number of mistakes. For example, on average:Base and Gift levels: feature 20-22 cars, allowing 2-3 mistakes.Challenging levels: feature 28-36 cars and only allow 0-1 mistakes. |
My First Time User Experience (FTUE) in Traffic Escape was excellent. It successfully engaged me and even sparked a bit of addiction:
Okay, now it’s a fucking long picture, but it’s worth it, trust me, I tried to make it in a landscape orientation ↓↓↓
The meta progression is simple yet effective, designed to maintain the player’s focus by showing only a few levels at a time.
Starting from level 14, ‘FOMO’ makes an accent on ‘Medium – Hard – Super Hard – Gift’ levels:
💡That is a good point for your UX and Game Design — to show the Player his benefits and privileges and emphasize them in advance. |
Traffic Escape cleverly integrates 12 Rewarded Ads Placements throughout the gameplay, creating an exciting dynamic between Engagement and Monetization. But how exactly do these ads influence the player experience? Let’s break it down and explore their actual impact.
When it comes to Rewarded Ad Monetization, there are 2 main places every producer should focus on first. These are among the most powerful monetization touchpoints in puzzle games, whether you’re relying on in-app purchases or a hybrid monetization model
P.S. This information highlights that the game primarily relies on an Ad Revenue Monetization model, with only a small portion coming from In-App purchases. Would you agree? |
Let’s start with the definition of FOMO — Fear of Missing Out — a psychological phenomenon in which individuals feel anxious or uneasy about missing potential rewards or opportunities.
Now, here’s something to think about: do you think these FOMO principles have any connection to the name of the company? 🙂
Journey Gift | The Journey Gift is a special reward that players receive every 11 levels, a testament to the effort and dedication they put into the gameThey propose +1 more Gift with Rewarded Ads. What makes this significant is the size of the reward: the Ad gift offers 3X more coins compared to the base gift:Base Gift = 50 coins + 1 BoosterAd Gift = 150 coins + 1 Booster |
Shop Chest | Shop Chest – A Rewarded Ad chest that players can collect every 6 hours.This feature not only boosts player Retention but also provides a strong incentive for watching Rewarded Ads. |
Level Race | Level Race Start: Players must watch an ad to activate the race feature. In this race, 5 players compete to see who can complete 30 levels first.If the player chooses not to activate the feature, they miss out on maximizing the full potential of available rewards and opportunities. Notably that the 1st race is FREE, serving as a great example of a tutorial and FTUE element. |
Time Booster | One of my favorites is the Time Booster – x2 for 10 minutes for Race points. Once the player activates the Race with an ad, winning becomes more important, and the booster greatly increases their chances. Without the x2 booster, winning the race becomes much more difficultThis feature is also part of the Daily Quest tasksWhen players complete a ‘Super Hard’ level (with X4 race points), the urge to watch an ad to boost this multiplier to X8 (X4 * X2) becomes even stronger.This mechanic is a great way to prolong player sessions, as it’s optimal for players to keep playing while the booster is active (a strategy often seen in Match-3 games.). |
In the Daily Challenge, players can watch ads, but that’s not the only benefit of this feature.
The tasks in the Daily Challenge motivate players to engage with ads throughout the game and play extensively. To complete all tasks, players need to:
Players who want to skip a task can compensate by watching 1-4 ads in the Daily Challenge.
The Lucky Wheel mechanic varies across games, but in Traffic Escape:
Why it’s good:
Interesting Fact: Whether by coincidence or design:
The game offers two moments where players can choose to skip a level:
I’m not a fan of this approach, as it detracts from the gameplay experience. However, it makes sense from an ad monetization perspective, as it can help prevent player churn and offer more opportunities for players to stay engaged.
I’m going to talk more deeply about the numbers and economy in future articles (coming soon). But I want to highlight the following points:
When it comes to the Cheapest Offer, the game typically offers a minimum of 2,000 coins = for 1 Revive. This is a common and popular approach in many games.
At the same time, players might ask themselves, “How should I spend my coins?”
In similar games, the main options are usually Boosters and Revives. In Traffic Escape:
As a result, collecting coins makes sense only if you want to participate in Challenges (150 / 500 coins) or purchase a new car skin (1,500 coins).
The Core gameplay of Traffic Escape is Simple: if you play carefully and attentively, you’ll pass the level. The game often presents a clear “best solution” right from the start, making it relatively easy for focused players to win.
However, this simplicity comes at a cost. As players progress, the game can start to feel repetitive and even boring, especially for skilled players. The lack of real puzzle-solving challenges, elements of chance, and replayability diminishes deeper engagement.
Another area for improvement lies in the variety of Core mechanics, such as Blockers and Boosters. While these elements are essential for making the gameplay deeper and offering monetization opportunities, Traffic Escape only includes 2 boosters and 4 blockers across 150 levels. This limited variety restricts the potential for creating more dynamic and engaging gameplay.
About the author
Passionate & Results-driven Game Producer with a 10-year background in the gaming industry.
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