Goods Sort Master: a mobile puzzle with 350+ levels, monetization, and progressive difficulty

Goods Sort Master: a mobile puzzle with 350+ levels, monetization, and progressive difficulty превью

Industry:

Mobile Games & Casual Gaming

Services provided:

iOS game development
Game design
IAP and ad integration
Backend synchronization

Technology stack:

Swift
SpriteKit
UIKit
StoreKit 2
Yandex Mobile Ads
AVFoundation
App Tracking Transparency
REST API
UserDefaults

Timeline:

From a shelf-sorting prototype to a full F2P game with 8 locations and App Store release

Project highlights

Casual puzzles keep players engaged when difficulty rises smoothly and meta-progression (rooms, skills, décor) gives a long-term goal. The team built Goods Sort Master — a SpriteKit iOS game where players sort goods on shelves and match three in a row across eight themed rooms, from bathroom to gym. Progression includes multi-layer shelves, dynamic cell freezing, a level timer, and gradual booster unlocks. Monetization is built on in-game stars, lives, StoreKit 2, and Yandex Ads rewarded video; progress syncs with the backend via API.

Challenge

Mobile puzzle games lose players quickly when levels feel repetitive, the economy is unbalanced, or difficulty breaks on new locations. Typical challenges: So the product needed:

  • Smooth difficulty progression across 350+ global levels in 8 rooms with different item sets
  • Gameplay systems: multi-layer shelves, cell freezing, timer, shelf filling, and boosters unlocked in stages
  • F2P model: stars as currency, regenerating lives, IAP packs, and rewarded ads for bonuses
  • Meta layer: SwapStation with skills, a memory mini-game, a decoratable main room, and a shop
  • Local progress saving and star-balance sync with the server
  • App Store compliance: ATT, SKAdNetwork, and correct StoreKit 2 behavior

Our approach

The game is designed as a modular SpriteKit scene with central state and dedicated system managers. We delivered:

Eight rooms and a unified progression scale

Rooms unlock at levels 1, 50, 100, 150, 200, 250, 300, and 350. Relative level within each segment drives shelf rows, layers, freeze probability, and time to clear.

SpriteKit gameplay core

Drag-and-drop goods between shelves, three-in-a-row checks, level generation by room and difficulty, pause, game over, and a victory screen with star rewards.

Boosters and freeze system

Hammer, shuffle, time freeze, magic wand, and fire sword unlock by level. Shelves freeze at start and dynamically during play with rising frequency.

StoreKit 2 + Yandex Ads monetization

Star and life packs via StoreKit 2 with transaction verification. Rewarded ads for bonuses, ATT before SDK init, and ad preloading on app launch.

SwapStation, memory game, and main room

Skills for extra time, reduce ad time, and luck with exponential pricing. A memory mini-game, location video backgrounds, drag-and-drop décor in the main room, and an in-game shop.

Profile and API sync

Nickname registration, uniqueness checks, and userId storage. A star sync queue to the backend that preserves balance through network failures.

Impact

The game became a complete F2P product: from the first bathroom level to advanced bar and gym locations with the full difficulty toolkit. Key capabilities:

  • 350+ levels across 8 themed rooms with unique item sets.
  • Progressive difficulty: shelf layers, freezing, timer, and filling by relative level.
  • 7 boosters with staged unlocks and an economy based on in-game stars.
  • Lives with daily reset, regeneration, and IAP purchase.
  • StoreKit 2 for stars and lives, Yandex rewarded ads for bonuses without a hard paywall.
  • Progress saving, player profile, and currency sync with the backend.

A full casual-game loop was delivered: gameplay, meta-progression, monetization, and release readiness for Apple and ad SDK requirements.

Measurable results

Goods Sort Master: a mobile puzzle with 350+ levels, monetization, and progressive difficulty измеримые результаты — изображение 1

What we learned

In F2P puzzles, alignment of the “global level” with difficulty systems is critical — GameStore, the level generator, and the timer UI must share one progression scale. Modular managers (UI, dialogs, ads, IAP, room selection) let the project grow without bloating GameScene. Monetization works best when rewarded ads and IAP complement each other instead of competing for the same resource.

Need a mobile game or F2P product for iOS?

We build casual games with thoughtful progression, in-game economy, and IAP plus ad integration. Get in touch to discuss your project!

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