About the author
Guy Yogev
I bring extensive expertise to the table in GameDev & Design. Crafting innovative game mechanics, intuitive UI, and compelling features, utilizing a range of applications like Figma, Miro, and Unity.
Travel Town: Merge Adventure, developed by Magmatic Games, is a puzzle game that saw its global release on December 21st. The game distinguishes itself with its merge mechanics, garnering significant acclaim since mid-2023. Merge mechanics have been a staple in mobile gaming for years, with Merge Mansion being a notable pioneer. Players are drawn to merge mechanics primarily for the progression element inherent in this gameplay mechanic. In this week’s post, I’ll delve into what sets Travel Town apart from its competitors and what makes it so captivating.
Travel Town employs familiar core and meta game loops: players merge items to earn rewards, facilitating the upgrading of their buildings and unlocking of new areas. However, amidst this familiarity, there’s a hint of innovation. Unlike many similar games where collecting coins is the primary focus, Travel Town introduces a strategic element by requiring players to gather resources for city-building. Each generated item incurs an Energy cost, subtly nudging the game into the realm of strategy. The next section will delve into another distinguishing feature that sets Travel Town apart from its competitors
In Travel Town, players are tasked with merging items to fulfill quests. Each merged item produces an advanced item, initiating what is known as the Merge Chain. While other games incorporate merge chains into their mechanics, Travel Town introduces unique concepts such as Nested Chains, where creating an Energy item is a prerequisite for progressing to the next chain, and Unified Chains, where generating a specific item from one chain is necessary to advance in another
The economy design of Travel Town centers on the pursuit of Energy to produce more items. Although the board’s space is constrained, players’ primary concern lies in acquiring sufficient Energy rather than the limitation of space. While certain items can generate Energy (and even other items, as mentioned earlier), the recharging mechanism for generating new items ensures a well-balanced economy and encourages players to spend more Diamonds.
Travel Town uses an Hybrid-Casual monetization of IAP and IAA, leaning more towards IAP.
Players have the option to acquire Diamonds through real currency transactions, and they can also use Diamonds to purchase Energy packs or specific higher-level items in the chain. Additionally, players can use Diamonds to bypass waiting times for recharging. The prevalent pricing for most puzzle games typically involves purchasing one unit of HC for an average of $0.3 and so in Travel Town.
Travel Town features two ad placements:
1) when players run out of Energy
2) when an item appears in a bubble that can be instantly merged without completing the entire chain. This second option is particularly enticing, as the exchange rates are more favorable than those in the in-game shop.
However, there is a limit of four ads per day, each offering 25 Energy, totaling 100 Energy in total
Magmatic Games has done an exceptional job of captivating players with Travel Town‘s artistic and visually striking design, offering a compelling experience that sets it apart from other merge games struggling to retain their player base.
About the author
I bring extensive expertise to the table in GameDev & Design. Crafting innovative game mechanics, intuitive UI, and compelling features, utilizing a range of applications like Figma, Miro, and Unity.
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