Level Design for Casual Games: Theory, Principles, Tools, Testing
Jeremy from King Berlin explains how to design engaging levels for casual mobile games through four pillars: understanding level design theory, applying core principles (difficulty, rhythm, flow, hooks), building levels with tools and progression systems, and iteratively testing and balancing using data.
What Level Design Is
Level Design as a Composite Role
Level design combines code and design to implement game systems into actual gameplay experiences. While game designers create the rules and systems, level designers translate those rules into playable levels that players experience.
The Funnel Model
Level designers act as a funnel, taking game mechanics created by designers and funneling them into aesthetic experiences for players. The level designer is the invisible hand guiding players forward through dynamic situations.
Level Designer Responsibilities at King
Level designers at King create new levels (released every 1-2 weeks), design progressions, create content at scale, invent new power-ups and blockers, and design new game modes. The studio emphasizes knowledge sharing through internal playtesting and regular design meetups.
The Saga Envelope: From Concept to Live Game
The Saga Envelope Framework
The saga envelope is King's model for casual games featuring linear progression (100+ to 1000+ levels), regular new content (every 1-2 weeks), social elements (friend leaderboards, sending lives), and design for casual audiences. This framework is applied across King games like Candy Crush, Farm Heroes, and Blossom Blast.
Why the Saga Envelope Works
The saga envelope is a strong retention driver because new content releases every 1-2 weeks give players constant reasons to return. Players come back to see new levels and new features, creating a predictable engagement loop.
From Browser Games to Saga Games
King often starts with simple 3-5 minute browser games on Gamescom, then applies the saga envelope to transform them into full saga games. Examples include Diamond Digger Saga and Bubble Witch Saga, which originated as browser games before becoming major mobile titles.
Level Design Principles: The Four Pillars
Breaking Down Your Game
Start level design by breaking your game into building blocks: game mechanics (linking, swapping, matching), game modes (high score, objectives), gameplay elements (pieces, power-ups), and blockers (obstacles that add challenge). This creates a shared vocabulary for the team.
The Four Core Level Design Concepts
All levels should balance four concepts: difficulty (keeping players challenged), rhythm (varying the experience to create emotional journey), flow (guiding players toward goals), and hooks (unique elements that make levels distinct). These concepts work together to create engaging progression.
Hooks: What Makes a Level Unique
A hook is a unique element that distinguishes one level from others—it could be a special mechanic, a twist on existing rules, a unique environment, or a new art style. In Super Mario 3D World, platforms switch colors when you jump; in Shadow of the Colossus, each boss fight uses different mechanics.
Creating Hooks in Casual Games
Hooks in casual games can come from utilizing a mechanic in a new way (like focusing on dragon creation in Lucky Lanterns), combining different game elements to create new dynamics (like pairing the Jelly Queen AI with puffles in Candy Crush Jelly), creating emotional wow moments, or introducing new modifiers like wind direction in Farm Heroes.
Level Layout and Board Design
From Concept to Layout
After establishing a level concept, sketch the board layout on paper to visualize how the concept will work spatially. This quick iteration helps identify problems before building in the level editor and is useful during meetings to maintain focus.
The Level Creation Process
The typical level creation workflow is: translate layout from paper to the level editor, place objectives (e.g., clear ice), place game objects and power-ups, place blockers to add challenge, then run the level. Most levels break at this point because combining elements opens up unexpected gameplay possibilities.
Finding the Fun Through Experimentation
When a level breaks during testing, it's because combining mechanics creates unexpected gameplay dynamics. Finding the fun requires understanding moment-to-moment (or turn-to-turn in turn-based games) gameplay and how each action leads to the next, rather than relying on a single concept or layout.
Flow and Guiding Players Forward
Level Flow: The Invisible Hand
Level flow is how designers keep players moving forward toward the goal without making the guidance obvious. The level should start with limited options (one possible move) and gradually open up, giving players the illusion of choice while still pushing them forward. The less aware players are of this guidance, the more fun they have.
Engineering Flow in Turn-Based Games
In turn-based casual games, flow is engineered by starting with linear, obvious moves (like a single 3-match to activate a cascade), then gradually introducing complexity. For example, clearing clouds to reveal power-ups with a 30% spawn chance creates natural progression toward the next goal without heavy-handed guidance.
The Hint System as Last Resort
When subtle flow design fails, the hint system (hand of God) highlights obvious moves to keep players progressing. This is a safety net for when players miss the intended path, but overuse breaks immersion.
Progression and Rhythm
Building Progressions with Level Libraries
Level libraries (Excel sheets) catalog all levels with their game modes and blocker combinations. This overview makes it easy to create balanced progressions by selecting levels with specific properties (e.g., all levels with clouds, or clouds combined with another blocker) and arranging them into beat charts.
The Rollercoaster Experience
A good progression should feel like a rollercoaster with highs and lows, not a straight line. Vary difficulty, level length, and content introduction to create emotional peaks and valleys. This keeps players engaged and prevents monotony.
Rhythm: Pattern, Frequency, and Intensity
Rhythm expresses the pattern, frequency, and intensity of events in a progression. Vary game modes, alternate between hard and easy levels, mix short and long levels, and introduce new content strategically to maintain variety and prevent player boredom.
Ki-Shoten-Ketsu: The Four-Act Structure
This Japanese comic structure (introduce, develop, twist, conclude) applies to level progressions. Introduce a mechanic, develop it with variations, twist it by combining with other elements, then conclude by testing all learned concepts together. This creates a satisfying narrative arc within episodes.
Difficulty and Balancing
What Makes a Level Easy or Hard
Difficulty is subjective and varies between designers. Obvious factors include number of objectives, number of moves, and star thresholds. Subtle factors include number of blockers on the board and number of colors available (fewer colors increase cascade chances, making levels easier).
Flow Theory and Optimal Challenge
Flow theory states that players perform best when their abilities match the challenge level. Too easy leads to boredom; too hard causes anxiety. However, deliberately breaking flow occasionally with easier or harder levels creates emotional variety and prevents monotony.
Designer Intuition vs. Data
Designers often misjudge difficulty based on intuition alone. A designer might estimate a level requires 8 attempts, but data shows 24 attempts. This gap shows why testing with real players is essential—designer intuition about difficulty is frequently skewed.
Testing and Iteration
The Testing Cycle at King
Testing follows a structured progression: designers self-test 15-20 times, internal team testing with other designers, qualitative user testing with feedback, and finally soft-launch testing with thousands of players for quantitative data. This cycle repeats continuously for live games.
Magician Meets Mathematician
Level designers need both intuitive design sense (the magician's gut) and analytical rigor (the mathematician's data analysis). Balancing creative instinct with hard metrics ensures levels are both fun and properly tuned.
Key Metrics for Balancing
Three main metrics guide balancing: player drop-off curves (percentage of players progressing through levels), cumulative attempts (total lives spent to reach a level), and average attempts per level (difficulty of individual levels). Steep drop-offs indicate difficulty spikes.
The Level 65 Case Study
Candy Crush's infamous Level 65 started as the hardest level in the original game. Players complained extensively ('this level just sucks'). Through iterative tweaking—removing chocolate, reducing frosting—it was transformed into a fun level. This demonstrates how data-driven iteration can fix broken levels.
Continuous Optimization
Live games require perpetual testing and balancing. As new players join and old players progress, metrics shift. Designers must continuously monitor data and adjust levels to maintain optimal difficulty and retention for both new and experienced players.
Handling Randomness in Casual Games
Randomness as Core Mechanic
Most casual games at King include randomness in their core mechanics. Chain reactions in Blossom Blast and cascades in Candy Crush create inherent unpredictability. This randomness is a feature, not a bug, and must be managed rather than eliminated.
Semi-Deterministic Approaches
To balance randomness, designers use semi-deterministic methods like giving objects a probability of spawning as power-ups (e.g., 30% chance). This provides some control while maintaining unpredictability. Different games use different methods—some use seeding systems to filter good vs. bad random states.
Preventing Unwinnable and Overpowered States
Designers must avoid two extremes: unwinnable states (no valid moves after a few turns) and overpowered states (cascades that never stop). Subtle mechanics like introducing new colors to stop cascades or ensuring move availability prevent these extremes while maintaining challenge.
Scaling and Team Structure
Team Size and Specialization
Candy Crush has had four dedicated level designers per team. Smaller games like the speaker's current project have three designers who all do level design. As games scale to thousands of levels, individual designers specialize in different episodes or content types.
Progression Oversight and Difficulty Budget
Early in development (first 50-100 levels), one designer often oversees the entire progression to ensure coherent difficulty curves. As games scale to thousands of levels, oversight becomes impractical. Instead, teams use a 'difficulty budget' per episode—ensuring the right mix of easy and hard levels without absolute difficulty increasing too steeply.
Critical Early Levels
The first 50 levels are crucial because they determine whether players continue or drop the game. Designers are particularly meticulous about early progression. Later levels become more self-contained, with each episode having its own highs and lows rather than contributing to an absolute difficulty curve.
Experimentation and Future Directions
Linear Progression as Strong Retention Driver
Linear progression (moving from level 1 to 1000+) is proven effective for casual audiences because it's easy to understand and provides constant forward momentum. However, King is experimenting with nonlinear progressions like branching paths and open-world designs.
Challenges of Nonlinear Design
The biggest obstacle to nonlinear progression is UX—players accustomed to linear progression may not understand branching paths or choice-based systems. While there's strong motivation to explore alternatives, King is still searching for the best way to present nonlinear progression to casual audiences.
Designer Motivation and Avoiding Burnout
Creating thousands of levels can lead to monotony. King mitigates this through internal transfers, allowing designers to move between projects or teams. Some designers specialize in content creation; others prefer variety. The company's size enables flexibility to keep designers engaged.
Monetization and Level Design
Retention First, Monetization Second
Level design prioritizes retention and fun first. Monetization is considered later through KPIs like retention, progression, difficulty, and monetization metrics. The philosophy is that good retention naturally leads to good monetization, not the reverse.
Balancing Fun and Monetization
Designers start by building fun levels, but sometimes levels are too easy or repetitive. At this point, monetization considerations may influence design. However, the speaker cannot fully discuss King's specific monetization strategies due to company confidentiality.
Notable quotes
Good levels, fun levels lead to money in King and yeah money yay — Jeremy
Level design is where the magician meets the mathematician — Jeremy
This level just sucks there isn't any way to describe it really — Player feedback on Level 65
Action items
- Break your game down into building blocks: mechanics, game modes, gameplay elements, and blockers
- Sketch level layouts on paper before building in the editor to quickly iterate on spatial design
- Start level concepts with a hook—a unique element that makes the level distinct
- Use a level library (spreadsheet) to catalog levels by properties and create balanced progressions
- Test levels in four stages: self-test (15-20 plays), internal team testing, qualitative user testing, and soft-launch with thousands of players
- Create a rollercoaster progression with highs and lows rather than constant difficulty
- Apply Ki-Shoten-Ketsu structure to progressions: introduce, develop, twist, and conclude mechanics
- Monitor three key metrics: player drop-off curves, cumulative attempts, and average attempts per level
- Use a difficulty budget per episode to ensure the right mix of easy and hard levels
- Implement semi-deterministic randomness (e.g., 30% spawn chance for power-ups) to balance unpredictability with control