Shop teardowns

What's Wrong with Link Legends' Game Shop?

The shop architecture and the Lucky Pack are done right, but the coin pack pricing undermines the otherwise clean execution.

Michael KhripinMarch 11, 202615 min read · Originally published in GameDev Uncovered
Link Legends

Key findings

  • Pack 2 at €5.99 is the worst deal in the shop: three €1.99 packs give 1,500 coins vs 1,375 for 2 cents less.
  • Pack 4 (€22.99, 282.7 coins/€) is worse per unit than Pack 3 (€9.99, 300.3 coins/€); the extra €3.01 over 2 × Pack 3 buys coins at 166.1 coins/€.
  • Packs 3 and 5 differ in value by 0.07% despite a 3.5× price difference.
  • The top pack bonus is +33%, below the 40%+ industry benchmark.
  • The free Lucky Pack on a ~3-hour cooldown drives 3 to 4 shop visits a day, with the only rewarded ad offered after the claim, not before it.

About the Game and Analysis Context

Link Legends from Obscure Games is a hybrid-casual puzzle game with a compact shop: coin packs, a rotating daily deal carousel, and a progression-gated free reward (Lucky Pack).

The shop is implemented as a single vertical feed with section dividers (Daily Deals / Coin Packs / Lucky Pack) — one of three standard shop layout patterns (→ Game Shops: Ultimate Guidelines, ch. 1.2 Layout). For a hybrid-casual game with a limited assortment, this is the right call.

The game has no interstitial or banner ads, no Season Pass, and no VIP/subscription. The only ad format present is a single rewarded video tied to the Lucky Pack — the player can optionally watch one ad after opening the Lucky Pack to receive a bonus reward. This means roughly one rewarded ad view every 3 hours at most. No standalone ad removal purchase is needed — there are no intrusive ads to remove.

The monetization model relies on IAP through coin packs and daily deal bundles, with the Lucky Pack loot box driving repeat shop visits.


1. Shop Structure

1.1 Section Order (Top to Bottom)

Daily Deals, Coin Packs and the locked Lucky Pack
Daily Deals, Coin Packs and the locked Lucky Pack

1.2 Structure Assessment

The section order follows a sound logic: high-conversion offers first (Daily Deals at the very top, immediately visible on shop open), utilitarian currency packs in the middle, and a free reward at the bottom that anchors the player's reason to return.

What's done correctly:

  • Daily Deals at the top — the most likely impulse purchase is the first thing the player sees
  • Coin Packs in the middle — the standard utilitarian section in its correct position
  • Lucky Pack at the bottom — creates a scroll-through-the-shop experience, exposing the player to all paid offers before reaching the free reward

What's structurally notable:

  • The shop is unusually compact — just 3 sections. For a game without ads, VIP, or a battle pass, this is the correct call: no empty placeholder sections, no clutter. Every section has a purpose.
  • Daily Deals occupy the anchor position with a horizontal carousel — the most visually prominent treatment in the shop. This signals that bundles, not currency packs, are the primary conversion target.

1.3 What's Missing

The absence of a dedicated Starter Pack is the only notable structural gap. Daily Deals partially fill this role, but they lack the "One Time Only" urgency mechanic that drives first-purchase conversion. A player who opens the shop for the first time sees rotating bundles, but nothing says "this is your best chance to get started — buy now or lose it."

2. Coin Packs

2.1 Data

Pack Coins Price (€) Coins/€ Value Index (base = 1.00)
Pack 1 500 1.99 251.3 1.00 (base)
Pack 2 1,375 5.99 229.5 0.91 ⚠
Pack 3 3,000 9.99 300.3 1.19
Pack 4 6,500 22.99 282.7 1.12 ⚠
Pack 5 10,500 34.99 300.1 1.19 ⚠
Pack 6 20,000 59.99 333.4 1.33

2.2 Bonus Progression

Value index vs the €1.99 pack
Pack 1 · €1.991.00
Pack 2 · €5.990.91
Pack 3 · €9.991.19
Pack 4 · €22.991.12
Pack 5 · €34.991.19
Pack 6 · €59.991.33
Pack 2 is 8.7% worse than base, Pack 4 is worse than Pack 3, Pack 5 is effectively identical to Pack 3.

The progression is broken in two places and flat across the mid-range.

2.3 Problem: The €5.99 Pack Is the Worst Deal in the Shop

This is a critical pricing defect. A buyer who purchases 3 packs at €1.99 (= €5.97) gets 1,500 coins — 9.1% more than the €5.99 pack (1,375 coins), while spending 2 cents less.

Comparison Coins Cost Coins/€
3 × Pack 1 1,500 €5.97 251.3
Pack 2 1,375 €5.99 229.5
Difference +125 −€0.02 +9.5%

No informed player will buy Pack 2 if they can buy Pack 1 three times. This breaks the value ladder and undermines trust in the shop's pricing (→ Game Shops: Ultimate Guidelines, ch. 10 Pricing Psychology & Anchoring).

The "TOP SELLER!" badge sits on Pack 3 (€9.99), not Pack 2 — which is correct, but it also signals that players are naturally skipping the €5.99 pack. The badge placement may be unintentionally revealing a pricing problem.

2.4 Problem: Pack 4 Is Worse Than Pack 3 Per Unit

Pack 4 (€22.99, 282.7 coins/€) offers a worse ratio than Pack 3 (€9.99, 300.3 coins/€). A player buying 2 × Pack 3 for €19.98 gets 6,000 coins. Pack 4 for €22.99 gets 6,500 coins — the extra €3.01 buys just 500 coins at an implied rate of 166.1 coins/€, which is the worst rate in the entire shop (worse than every pack including the broken Pack 2).

Comparison Coins Cost Coins/€
2 × Pack 3 6,000 €19.98 300.3
Pack 4 6,500 €22.99 282.7
Marginal €3.01 +500 166.1

2.5 Problem: Pack 3 and Pack 5 Are Effectively Identical in Value

Pack 3 (300.3 coins/€) and Pack 5 (300.1 coins/€) differ by 0.07% — a rounding error. The player who pays 3.5× more for Pack 5 gets zero improvement in value efficiency.

Comparison Coins Cost Coins/€
Pack 3 3,000 €9.99 300.3
Pack 5 10,500 €34.99 300.1
3.5 × Pack 3 10,500 €34.97 300.3

Buying Pack 3 three and a half times (rounding: 3× Pack 3 + additional purchase) gives virtually identical coins for virtually identical cost. There is zero incentive to step up to Pack 5 (→ Game Shops: Ultimate Guidelines, ch. 11 Currencies & Economy Fit).

2.6 Weak Top-Pack Bonus

Pack 6 (€59.99) delivers a +32.7% bonus over base. While this is a positive progression endpoint, it's below the industry benchmark of 40%+ for the top pack. For comparison: Pixel Flow's top pack delivers +99%, Homescapes delivers +99%, and even Dreamy Rooms manages +44%. Link Legends' whale reward is underwhelming.

2.7 The Unusual 1,375 Number

Pack 2 contains 1,375 coins — an oddly specific amount. Most F2P games use round numbers (1,000, 1,500, 2,000, 2,500) for clarity and easy mental math. 1,375 makes it harder for the player to compare value across packs at a glance. This suggests the number was likely calculated backwards from a target price point without validating the resulting per-unit ratio.


3.1 Bundle Contents

The Daily Deals section is a horizontal carousel with at least 2 bundles, both carrying a "100% MORE!" badge:

Bundle Price (€) Contents Badge
Bundle 1 1.99 Koach Kraken ×2, Dean Zeus ×2, 100 coins 100% MORE!
Bundle 2 5.99 Guardian Anubis ×5, Patrick ×5, Cross Blast ×15 100% MORE!

3.2 Bundle Design Assessment

What's notable:

  • Both bundles contain named character boosters (Koach Kraken, Dean Zeus, Guardian Anubis, Patrick) — these are likely collectible characters that also serve as gameplay boosters. The "UNLOCK NOW!" labels on the booster cards confirm they have a dual function: unlockable content + gameplay utility.
  • Bundle 2 includes a perk (Cross Blast ×15) alongside character boosters — a different content category that adds variety to the offer.
  • Bundle 1 includes coins (100) while Bundle 2 does not — each bundle has a distinct content profile rather than just scaling up the same items.

"100% MORE!" claim analysis:

Both bundles carry the same "100% MORE!" badge, but the claim is unverifiable without knowing the "base" being doubled. If it refers to a notional standard price for the same contents, the claim remains a marketing device — there is no visible "was → now" price to validate it. However, unlike inflated "×5 value" claims seen in other games, "100% MORE!" is a moderate claim that doesn't stretch credibility excessively.

3.3 Scaling Between Bundles

These two bundles are not tiers of the same offer — they contain entirely different items (different characters, different perk types). This means traditional tier-scaling analysis doesn't apply. Instead, they function as parallel options in a carousel, each targeting different player needs at different price points.

This is a correct design pattern for a Daily Deals carousel: variety over scaling. Players pick the bundle that matches their current needs, not the one that's "objectively better."

3.4 Content Value Relative to Coin Packs

Bundle 1 (€1.99) includes 100 coins. At the base pack rate (251.3 coins/€), 100 coins ≈ €0.40. This leaves ~€1.59 for 4 character boosters, implying ~€0.40 per booster.

Bundle 2 (€5.99) includes no coins — the entire price goes toward 10 character boosters + 15 perks. Without a coin component, the direct comparison to currency packs is less relevant. The value proposition here is entirely about gameplay content.


4. Lucky Pack (Free Loot Box)

4.1 Mechanics

The Lucky Pack is a progression-gated free loot box at the bottom of the shop. It drops a randomized reward from a pool of item types: abilities, boosters, perks, and coins.

State Condition Visual
Locked Player hasn't reached 125 XP Greyed out, lock icon, "Reach 🎓 125"
Available XP threshold met Green "CLAIM" button, red notification dot on Shop icon
Cooldown After claiming Timer showing "2h 57m 58s" (≈3h cooldown), clock icon
Lucky Pack ready to claim, the drop screen and the optional rewarded video
Lucky Pack ready to claim, the drop screen and the optional rewarded video

After opening the Lucky Pack, the player is offered a rewarded video ad for a bonus reward. This is the only ad format in the entire game — no interstitials, no banners, no forced views. The ad is fully optional and can only be watched once per Lucky Pack cycle (≈once per 3 hours).

4.2 Reward Structure

The Lucky Pack contains randomized drops from multiple item categories: abilities, boosters, perks, and coins. The exact drop table and probabilities are not visible from the shop interface. Based on coin balance tracking across screenshots, one observed claim yielded approximately 200 coins — but this is a single data point from a randomized system, not a fixed reward.

4.3 Assessment

What's done well:

The Lucky Pack is one of the most interesting features in this shop — and it's doing several things right simultaneously:

1. Loot box randomization adds excitement. Unlike a fixed daily gift (always 50 coins, always the same), a randomized drop creates a small dopamine loop on every claim. The player doesn't just collect — they discover what they got. This is a subtle but meaningful engagement driver that makes the 3–4 daily claims feel distinct from each other.

2. Progression-gating is smart onboarding. The Lucky Pack doesn't appear as available until the player reaches 125 XP. This means new players first encounter the paid shop, and only later discover the free loot box. The gate creates a minor milestone achievement ("I unlocked a new shop feature") rather than presenting an inaccessible item from day one.

3. The 3-hour cooldown is excellent. Unlike games that use a 24-hour cooldown (one claim per day), Link Legends uses a ~3-hour cycle. This means a player can claim the Lucky Pack 3–4 times per day, creating multiple daily shop visits. Each visit exposes the player to Daily Deals and Coin Packs — this is exactly the "free visit → impulse purchase" funnel in action (→ Game Shops: Ultimate Guidelines, ch. 1.3 Sections).

4. Rewarded video as a bonus multiplier, not a gate. The ad is offered after the free claim, not before it. The player gets their loot box reward regardless — the ad just adds extra. This is a correct implementation of rewarded ads: the player never feels forced, and the ad is framed as an opportunity rather than an obstacle (→ Game Shops: Ultimate Guidelines, ch. 2.1: "Many games retain rewarded ads as they're optional").

5. Ad frequency is naturally limited. Because the rewarded video is tied to the Lucky Pack cooldown, the maximum ad exposure is ~4 views per day for the most engaged players. This keeps the ad experience light and prevents ad fatigue — a common problem in games that offer unlimited rewarded video views.

6. Notification dot on Shop icon. When the Lucky Pack is ready to claim, a red dot appears on the Shop tab. This is a pull mechanic — the player doesn't need to remember to check; the game tells them. Well implemented.

7. Position at bottom of feed. The Lucky Pack sits below all paid content. The player scrolls past Daily Deals and Coin Packs to reach their free loot box — maximum exposure to paid offers on every free claim visit.

What could be improved:

  • The progression gate at 125 XP means early-game players have no reason to visit the shop daily. A lower initial threshold (e.g., 25–50 XP) with a scaling reward would start the daily shop visit habit sooner.
  • The drop table is opaque — the player has no visibility into what items can drop, at what rates, or whether the loot pool changes with progression. Some jurisdictions require loot box probability disclosure; even where not legally required, showing drop rates builds trust.

5. UX and Visual Design

5.1 Navigation Structure

The shop is a single vertical feed with clear section headers ("DAILY DEALS", "COIN PACKS", "LUCKY PACK"). Players scroll from top to bottom and see everything without switching tabs — the right choice for this assortment size. The bottom navigation bar includes a dedicated Shop tab with a notification dot system for Lucky Pack readiness.

5.2 Coin Pack Visual Design

The first three packs are displayed in a 3-column row (small cards), while packs 4–5 are in a 2-column row (medium cards), and Pack 6 occupies a full-width card (largest). This visual hierarchy is effective: the more expensive the pack, the more screen real estate it gets. The physical size of the card communicates "this is the big deal" without the player needing to compare numbers.

5.3 Social Proof Badges

Pack Badge Justified?
Pack 3 (3,000 coins, €9.99) TOP SELLER! — likely highest conversion volume at the mid-tier sweet spot
Pack 6 (20,000 coins, €59.99) BEST VALUE! — genuinely the best coins/€ in the lineup

Both badges are mathematically justified and placed on the correct packs. The absence of a badge on Pack 2 (the worst-value pack) is either accidental good fortune or an implicit acknowledgment that the pack doesn't deserve promotion.

The carousel uses page dots (2 visible), swipe navigation with arrow indicators, and character illustrations with "UNLOCK NOW!" markers on booster cards. The "100% MORE!" badge uses a distinctive yellow banner in the top-left corner. The design is visually engaging and clearly differentiates bundles from currency packs.

5.5 No Value Badges on Mid-Tier Packs

Packs 2, 4, and 5 carry no badges. While this is not a problem for Pack 2 (which shouldn't be promoted given its broken value), Packs 4 and 5 could benefit from bonus percentage indicators ("+12%" or "+19%") to help players see the progression at a glance. Currently, a player comparing packs must do the mental math themselves (→ Game Shops: Ultimate Guidelines, ch. 10 Pricing Psychology & Anchoring).


6. Overall Design Assessment

6.1 What's Done Well

  • Clean, compact 3-section shop — no clutter, every section earns its place
  • Daily Deals at the top in a carousel — highest-conversion content gets the anchor position
  • Lucky Pack as a free loot box with 3-hour cooldown — creates 3–4 daily shop visits instead of just one, each exposing the player to paid offers
  • Randomized loot box drops (abilities, boosters, perks, coins) — adds excitement and variety to each claim
  • Rewarded video as post-claim bonus, not a gate — player gets the loot box free, ad just adds extra
  • Ad frequency naturally capped at ~4/day by the cooldown — prevents ad fatigue
  • Lucky Pack progression gate at 125 XP — smart onboarding that unlocks the free loot box as a milestone
  • Notification dot on Shop tab — pull mechanic that drives Lucky Pack claims
  • Lucky Pack at bottom of feed — player scrolls past all paid content to claim free reward
  • Visual pack hierarchy — card size scales with price (3-column → 2-column → full-width)
  • "TOP SELLER!" and "BEST VALUE!" badges are mathematically accurate
  • Daily Deal bundles offer distinct content (different characters, different perks) rather than just scaling the same items
  • Distinct carousel navigation with clear page indicators

6.2 Problems

Problem Severity Book Chapter
€5.99 pack worse than €1.99 per unit (buy-small arbitrage) Critical Critical Ch 10: Pricing Psychology & Anchoring
Pack 4 (€22.99) worse than Pack 3 (€9.99) per unit High High Ch 11: Currencies & Economy Fit
Pack 3 and Pack 5 are effectively identical in value (0.07% difference) High High Ch 11: Currencies & Economy Fit
Top pack bonus only +33% (below 40%+ industry benchmark) Medium Medium Ch 11: Currencies & Economy Fit
Pack 2 uses an unusual amount (1,375) that hinders quick comparison Medium Medium Ch 10: Pricing Psychology & Anchoring
No starter pack / one-time first-purchase offer Medium Medium Ch 2.2: Bundle Design Patterns
No bonus percentage badges on mid-tier packs Low Low Ch 10: Pricing Psychology & Anchoring

7. Recommendations

7.1 Fix Currency Pack Progression

The current state has two inversions and a dead zone. The value ladder should be monotonically increasing with meaningful steps between each tier.

Pack Current Coins Recommended Coins Current Coins/€ Recommended Coins/€
€1.99 500 500 251.3 251.3 (base)
€5.99 1,375 → 1,650 229.5 → 275.5 (+10%)
€9.99 3,000 3,000 300.3 300.3 (+19%, no change)
€22.99 6,500 → 7,600 282.7 → 330.6 (+32%)
€34.99 10,500 → 13,300 300.1 → 380.1 (+51%)
€59.99 20,000 → 24,000 333.4 → 400.1 (+59%)

This creates a clean monotonic progression: +10% → +19% → +32% → +51% → +59%. Each step up the ladder feels meaningfully more rewarding. The top pack now clears the 40%+ industry benchmark comfortably, and the Pack 3/5 dead zone is eliminated.

7.2 Consider a One-Time Starter Pack

The Daily Deals carousel partially fills the first-purchase conversion role, but a dedicated starter pack would add an urgency mechanic that the current shop lacks entirely.

Suggested implementation:

  • Contents: 1,000 coins + 2 character boosters + a perk
  • Price: €2.99–€3.99
  • Markers: "One Time Only" label (no timer needed — a text label is sufficient)
  • Position: First item in the Daily Deals carousel, or a separate slot above it
  • Rationale: At 1,000 coins for ~€3.49, this would be roughly 286 coins/€ — better than the base pack but worse than Pack 3, fitting naturally into the value ladder without cannibalizing it

7.3 Add Bonus Percentage Labels to Packs

Adding visible bonus indicators ("+10%", "+19%", etc.) to each pack beyond the base would help players see the progression at a glance and guide them toward higher-value purchases. This is a low-effort, high-impact UX improvement that directly increases ARPPU (→ Game Shops: Ultimate Guidelines, ch. 10 Pricing Psychology & Anchoring).


8. Conclusion

Link Legends gets the shop architecture right. Three sections, no clutter, every element earns its place. The Daily Deals carousel in the anchor position is a smart choice for a game monetizing through bundles. And the Lucky Pack is one of the better free-reward implementations in the hybrid-casual space — a free loot box with randomized drops on a 3-hour cooldown that drives multiple daily shop visits, progression-gated so it doubles as an onboarding milestone, positioned at the bottom of the feed so every claim scrolls past all paid content. The rewarded video integration is equally smart: offered as a post-claim bonus rather than a gate, naturally limited to ~4 views per day by the cooldown cycle.

But the currency pack pricing undermines the otherwise clean execution. Pack 2 at €5.99 is the worst deal in the shop — buying the cheapest pack three times gives 9.1% more coins for 2 cents less. Pack 4 at €22.99 offers worse value than Pack 3 at €9.99. And Packs 3 and 5 deliver virtually identical value per euro despite a 3.5× price difference, creating a dead zone across the mid-range. The top pack's +33% bonus is also below the industry standard of 40%+.

The fix is straightforward: adjust coin amounts in Packs 2, 4, 5, and 6 to create a monotonically increasing value ladder with meaningful step-up incentives at every tier. Add a one-time starter pack to capture first-purchase conversions. And consider bonus percentage labels to make the progression visible at a glance.

These are the kinds of pricing structures, value ladders, and shop design patterns covered systematically in Game Shops — Ultimate Guidelines — from section hierarchy and anchoring psychology to currency economy design and conversion mechanics.

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