Wool Sort

Wool Sort is a hybrid casual puzzle game by Wing Soft, released on Feb 11, 2025 and it has already scaled to over 100K daily downloads, according to AppMagic.

Here, the gameplay revolves around the player selecting the correct colors needed to complete weaving different artworks.

Let’s take a closer look at the design decisions that fuel its success.

Challenged Fun
The game’s puzzle levels come in varying difficulties, but since they are not time-gated, players can progress at their own pace—making the game highly appealing even to casual audiences. What further enhances engagement is the clear sense of progress, delivered through both the visual completion of the artwork and a progress meter that tracks advancement. This feedback keeps players motivated and plays a key role in monetization—especially on the fail screen, where showing how close they were to completing the level encourages retries through revives or boosters. Additionally for players seeking additional challenges, event-based content is also available to enjoy.

Personalized Experience
The game features a diverse skin collection that players can unlock by progressing through the main puzzles and participating in special events. The main menu is styled as an exhibition, where the player’s completed artworks are showcased. To make it feel more lively, virtual visitors drop in and leave comments, while stats like the number of visitors and total likes add a layer of social feedback. Displaying completed works in a gallery gives players a strong sense of achievement, highlighting their journey throughout the game. Additionally, on the victory screen, the game brings the latest artwork to life through a short video or slideshow, offering a satisfying visual reward that reinforces their progression.

Hybrid Monetization
The game adopts a hybrid monetization strategy, combining IAA and IAP. Monetization primarily occurs through boosters and the revive screen, where players are offered both rewarded ad options and currency-based purchases. Loss aversion techniques are also smartly employed to nudge players toward these options. Additionally, banner ads remain persistently visible at the bottom of the screen, while interstitial ads begin appearing at the end of levels starting from level 10. On the IAP side, players can opt for ad removal, unlock piggy banks, or explore a shop offering a variety of bundles—effectively catering to a broad spectrum of spending behaviors.


What aspects of this game’s design stand out to you? Share your thoughts in the comments below and don’t forget to follow me for more insights on mobile games.

Orignal Post: Kavindu Priyanath-LinkedIn