Key findings
- Coin pack progression is monotonic: every pack gives more coins per euro than the one before, up to 1000.1 coins/€ (+99%) for the €99.99 pack.
- Pack 2 and Pack 3 are effectively identical: 556.2 vs 555.9 coins/€, so there is no value incentive to step up to €17.99.
- Medium Bundle is the weak tier: ~€0.625 per booster vs ~€0.25 in Small and Ultra, and the same 2h of lives as Small at ×2.3 the price.
- No Ads Bundle (€12.99) works as a starter pack triggered by real ad frustration instead of a timer, but has no One Time Only marker.
- The shop expands with the player: coins only up to ~level 20, then bundles and No Ads, with a Season Pass slot to come.
About the Game and Analysis Context
Pixel Flow from Loom Games is a hybrid-casual puzzle game with a shop that expands progressively as the player advances. At the start (up to ~level 20), only coin packs are available; boosters unlock later and bundles appear alongside them; once forced ads kick in, a No Ads offer surfaces; a Season Pass slot will be added later.

The shop is implemented as a single vertical feed with section dividers (Gold Packs / No Ads Bundles / Bundles) — one of the three standard layout patterns (→ Game Shops: Ultimate Guidelines, ch. 1.2 Layout). For a hybrid-casual game with a limited assortment, this is the right call: tabs or bookmarks would be overkill.
The progressive expansion of the shop's assortment is an uncommon and noteworthy pattern, analyzed separately below.
1. Shop Structure
1.1 Section Breakdown (Full Shop)
| # | Section | Offer Type |
|---|---|---|
| 1 | No Ads | One-time purchase (IAP) |
| 2 | Gold Packs (×6) | Coins for real money (IAP) |
| 3 | No Ads Bundle | One-time purchase with content (IAP) |
| 4 | Small Bundle | Bundle — entry tier (IAP) |
| 5 | Medium Bundle | Bundle — mid tier (IAP) |
| 6 | Ultra Bundle | Bundle — top tier (IAP) |
1.2 Progressive Assortment Expansion
This is a rare and potentially powerful pattern: the player only sees what is relevant to them right now.
- Early state (up to ~level 20): Coins only. Correct — boosters don't exist in gameplay yet, and bundles featuring them would be meaningless.
- After boosters unlock: Bundles appear. The player already understands the value of consumables.
- After forced ads begin: No Ads surfaces. A well-timed trigger — ad frustration creates an immediate incentive to remove them.
- After Season Pass activation: A purchase slot for it will be added.
This is progressive assortment expansion — the shop grows alongside onboarding, showing only what the player has already unlocked and can understand. This is not a contextual shop (which reacts to in-the-moment resource scarcity, e.g. running out of moves), but rather an analogue of the mini/full shop pattern — without the manual toggle. The full shop simply opens up gradually as new features become available (→ Game Shops: Ultimate Guidelines, ch. 1.2 Layout). The downside: without an explicit notification system, players may simply not know something new has appeared in the shop.
1.3 What's Missing
- Free Daily Gift — no free daily reward section. Without it, players have no reason to visit the shop every day. The "free visit → impulse purchase" funnel doesn't work (→ Game Shops: Ultimate Guidelines, ch. 1.3 Sections).
- Flash Deals / Daily Deals — no rotating time-limited offers.
- Starter Pack — technically absent, but No Ads Bundle fills this role. See section 4.2 for details.
2. Gold Packs
2.1 Data
| Pack | Coins | Price (€) | Coins/€ | Value Index (base = 1.00) |
|---|---|---|---|---|
| Pack 1 | 1,000 | 1.99 | 502.5 | 1.00 (base) |
| Pack 2 | 5,000 | 8.99 | 556.2 | 1.11 |
| Pack 3 | 10,000 | 17.99 | 555.9 | 1.11 |
| Pack 4 | 25,000 | 34.99 | 714.5 | 1.42 |
| Pack 5 | 50,000 | 59.99 | 833.5 | 1.66 |
| Pack 6 | 100,000 | 99.99 | 1000.1 | 1.99 |
2.2 Bonus Progression
2.3 What's Done Well: Monotonic Progression
Unlike many games, Pixel Flow's progression is unbroken: every subsequent pack delivers more coins per euro than the one before it. There is no "buy small multiple times" arbitrage here. This is basic pricing hygiene that many developers get wrong (→ Game Shops: Ultimate Guidelines, ch. 10: Pricing Psychology & Anchoring).
2.4 Problem: Pack 2 and Pack 3 Are Effectively Identical
Pack 2 (€8.99) delivers 556.2 coins/€. Pack 3 (€17.99) delivers 555.9 coins/€. The difference is 0.3 coins per euro, or 0.05%. From the player's perspective, these two packs offer the same value.
| Comparison | Coins | Cost | Coins/€ |
|---|---|---|---|
| Pack 2 | 5,000 | €8.99 | 556.2 |
| Pack 3 | 10,000 | €17.99 | 555.9 |
| Pack 3 vs 2 ×2 | 10,000 vs 10,000 | €17.99 vs €17.98 | 555.9 vs 556.2 |
A player buying two Pack 2s gets 10,000 coins for €17.98 — exactly as many as Pack 3 for €17.99. Technically there's no arbitrage (1 cent difference), but the value incentive to step up to Pack 3 is completely absent. This breaks the principle that every step up the ladder should feel more rewarding (→ Game Shops: Ultimate Guidelines, ch. 11: Currencies & Economy Fit).
2.5 Strong Point: Top-Tier Packs
Pack 4–6 show solid progression: +42% → +66% → +99% over base. Pack 6 with its double-value bonus is an excellent whale reward and creates a clear aspirational target. The industry benchmark for a top pack is 40%+; Pixel Flow clears it comfortably (→ Game Shops: Ultimate Guidelines, ch. 11).
3. Bundles
3.1 Bundle Contents
| Bundle | Price (€) | Coins | Add Tray | Hand | Shuffle | Super Pig | Lives |
|---|---|---|---|---|---|---|---|
| Small | 9.99 | 5,000 | ×1 | ×1 | ×1 | ×1 | 2h |
| Medium | 22.99 | 10,000 | ×2 | ×2 | ×2 | ×2 | 2h |
| Ultra | 39.99 | 25,000 | ×5 | ×5 | ×5 | ×5 | 6h |
3.2 Scaling Between Tiers
| Transition | Price Multiplier | Coin Multiplier | Booster Multiplier | Lives Multiplier |
|---|---|---|---|---|
| Small → Medium | ×2.30 | ×2.00 | ×2.00 | ×1.00 ⚠ |
| Medium → Ultra | ×1.74 | ×2.50 | ×2.50 | ×3.00 |
Coin and booster scaling assessment: from Medium to Ultra, content grows faster than price — correct practice. But from Small to Medium, coins and boosters scale proportionally to price (×2.0 against ×2.30), meaning Medium is effectively less content-efficient than Small.
Critical anomaly: Small and Medium have identical lives. Despite a 2.3× price increase, unlimited lives duration doesn't change — both offer 2h. This breaks the player's expectation of "pay more, get more" and directly contradicts the bundle ladder principle (→ Game Shops: Ultimate Guidelines, ch. 2.2: Bundle Design Patterns).
3.3 Coin vs. Booster Value Split
Using the closest Gold Pack by volume as a coin value reference:
| Bundle | Price | Coin Value | Remainder for Boosters | Boosters | ~€ per Booster |
|---|---|---|---|---|---|
| Small | €9.99 | ~€8.99 (5,000 coins) | ~€1.00 | Add Tray ×1, Hand ×1, Shuffle ×1, Super Pig ×1 + 2h | ~€0.25 |
| Medium | €22.99 | ~€17.99 (10,000 coins) | ~€5.00 | Add Tray ×2, Hand ×2, Shuffle ×2, Super Pig ×2 + 2h | ~€0.625 |
| Ultra | €39.99 | ~€34.99 (25,000 coins) | ~€5.00 | Add Tray ×5, Hand ×5, Shuffle ×5, Super Pig ×5 + 6h | ~€0.25 |
Anomaly: a booster in Medium Bundle costs 2.5× more than in Small and Ultra.
In Small and Ultra, the implied cost per booster is ~€0.25. In Medium — €0.625. This is an inverted progression: the mid-tier bundle offers the worst booster value of the three. The player who spends more gets proportionally less (→ Game Shops: Ultimate Guidelines, ch. 10: Pricing Psychology & Anchoring).
The math explains itself: the coin value of Medium's 10,000 coins nearly fills the entire price (€17.99 out of €22.99), leaving little remainder for boosters — yet there are 8 of them, not 4. It's a structural artefact of how the bundle was priced, and it shows.
4. No Ads and No Ads Bundle
4.1 No Ads (€8.99)
- Badge: "POPULAR"
- Contents: Permanent removal of all intrusive ads ("Remove all intrusive ads forever!")
- Bonus content: None
Price assessment: €8.99 falls within the market standard for hybrid-casual games ($2.99–$9.99). The phrasing "intrusive ads" implicitly preserves rewarded ads — the right decision, as players perceive rewarded ads as an opportunity rather than a nuisance (→ Game Shops: Ultimate Guidelines, ch. 2.1: Hybrid-Casual Shop).
"POPULAR" badge: Correct use of social proof to drive conversion. This is exactly the offer type that should carry this marker (→ Game Shops: Ultimate Guidelines, ch. 3: Working on Conversion).
Note on the absence of bonus content: In many games, No Ads includes a small bonus (coins, a booster, lives) to make the purchase feel like a deal rather than a payment for convenience. In Pixel Flow, that bonus is separated into a distinct SKU — the No Ads Bundle. This is an unconventional but considered structural choice (see section 4.2).
4.2 No Ads Bundle (€12.99) — A Functional Starter Pack
- Contents: No Ads + 1,000 coins + Add Tray ×1, Hand ×1, Shuffle ×1, Super Pig ×1 + 1h unlimited lives
- Premium over No Ads: €4.00
Upgrade analysis:
| Comparison | Price | Contents |
|---|---|---|
| No Ads | €8.99 | Ad removal only |
| No Ads Bundle | €12.99 | No Ads + 1,000 coins + 4 boosters + 1h lives |
| Difference | +€4.00 | 1,000 coins (~€1.99) + 4 boosters (~€1.00) + 1h lives |
The real value of the added content is ~€3.00–3.50 for a €4.00 premium. There's no explicit discount, but the offer reads as reasonable. The two-tier structure (bare + bundle) is smart audience segmentation: price-sensitive players take the base No Ads; those willing to spend more get a meaningful bonus.
No Ads Bundle as a Starter Pack: unconventional, but smart.
A classic Starter Pack works through two pressure mechanisms: an artificial countdown timer (time-based FOMO) and a sense of "unfairly generous" pricing. Pixel Flow replaces both with a single, more powerful trigger — real ad frustration, which kicks in within ~10 minutes of first play.
This shifts the conversion mechanism from artificial pressure to organic motivation. The player isn't thinking "I have 23 hours before this disappears" — they're thinking "ads are annoying me right now, and here's the button that fixes it." The second is a much stronger driver (→ Game Shops: Ultimate Guidelines, ch. 3: Working on Conversion).
The one thing this approach is missing is a One Time Only marker. Without it, the offer doesn't create a sense of exclusivity or urgency around the decision. That said, this may be intentional: the No Ads Bundle is available permanently and functions as a standing conversion offer rather than a limited-time one.
5. UX and Visual Design
5.1 Navigation Structure
The shop is a single vertical feed with section dividers — the right choice for this assortment size. Players scroll from top to bottom and see everything without switching tabs. The section order follows the "emotional to utilitarian" principle: No Ads → Bundles → Gold Packs (→ Game Shops: Ultimate Guidelines, ch. 1.3 Sections).
5.2 Bundle Visual Hierarchy
Bundles are differentiated by border color (blue → purple → orange), providing clear tier distinction. The orange Ultra Bundle is visually the warmest and most eye-catching, which is correct for the top tier. The color progression is intuitive.
5.3 Gold Pack Design
The coin packs are displayed in a 3×2 grid — a standard and convenient layout for six items. Pack icons are visually differentiated by pile size (small → large), aiding navigation without requiring players to read numbers. A clean solution.
5.4 No Value Badges on Coin Packs
The coin packs carry no value badges — no "Best Value," "Popular," or percentage bonus labels. Players cannot see at a glance that Pack 6 (€99.99) delivers twice the coins per euro compared to Pack 1. This is a missed opportunity to guide purchases toward higher-value tiers (→ Game Shops: Ultimate Guidelines, ch. 10: Pricing Psychology & Anchoring).
6. Overall Design Assessment
6.1 What's Done Well
- Single vertical feed with section dividers — the right layout choice for this assortment size
- Monotonic Gold Pack progression — no "buy small multiple times" arbitrage
- Pack 6 with a 2× bonus — a strong whale target
- Two-tier No Ads (bare + bundle) — smart audience segmentation
- "POPULAR" badge on No Ads — correct use of social proof
- Progressive assortment expansion — players see relevant content at the right moment
- Visual tier differentiation on bundles
- Rewarded ads preserved after selling No Ads
6.2 Problems
| Problem | Severity | Book Chapter |
|---|---|---|
| Pack 2 and Pack 3 have an identical coins/€ ratio | High High | Ch 11: Currencies & Economy Fit |
| Small Bundle lives = Medium Bundle lives (2h = 2h despite ×2.3 price increase) | High High | Ch 2.2: Bundle Design Patterns |
| Medium Bundle has the worst booster value in the lineup (€0.625 vs €0.25) | High High | Ch 10: Pricing Psychology & Anchoring |
| No value badges on coin packs | Medium Medium | Ch 10: Pricing Psychology & Anchoring |
| No Free Daily Gift / flash deals | Medium Medium | Ch 1.3: Sections |
| No Ads Bundle missing a One Time Only marker | Low Low | Ch 3: Working on Conversion |
7. Recommendations
7.1 Fix the Pack 2 / Pack 3 Dead Zone
Current state: Pack 2 and Pack 3 deliver the same ratio — there is zero incentive to step up to the larger pack.
| Pack | Current Coins | Recommended | Current Coins/€ | Recommended Coins/€ |
|---|---|---|---|---|
| €1.99 | 1,000 | 1,000 | 502 | 502 (base) |
| €8.99 | 5,000 | 5,000 | 556 | 556 (no change) |
| €17.99 | 10,000 → | 11,000 | 556 → | 612 (+22%) |
| €34.99 | 25,000 | 25,000 | 715 | 715 (no change) |
| €59.99 | 50,000 | 50,000 | 834 | 834 (no change) |
| €99.99 | 100,000 | 100,000 | 1000 | 1000 (no change) |
Changing one number eliminates the dead zone between Pack 2 and Pack 3.
7.2 Add Lives to Medium Bundle
Small and Medium Bundle currently offer the same unlimited lives duration (2h). At a 2.3× price increase, this is not only economically incorrect — it creates a feeling of being shortchanged. Recommended: increase Medium Bundle to 4h lives, keep Ultra at 6h (or increase to 8h).
| Bundle | Current Lives | Recommended |
|---|---|---|
| Small (€9.99) | 2h | 2h |
| Medium (€22.99) | 2h → | 4h |
| Ultra (€39.99) | 6h | 6h |
7.3 Add Value Badges to Coin Packs
Minimum implementation: add "+99% BONUS" to Pack 6 and a "BEST VALUE" badge. This guides players toward the most rewarding purchase and increases ARPPU (→ Game Shops: Ultimate Guidelines, ch. 10).
7.4 Add a One Time Only Marker to No Ads Bundle
No Ads Bundle effectively functions as a starter pack — the first meaningful offer, surfaced at the moment of maximum player frustration. The one thing it lacks is a sense of exclusivity. Adding a "One Time Only" label (no timer needed — a text label is sufficient) creates an additional purchase impulse: the player understands this opportunity won't come around again (→ Game Shops: Ultimate Guidelines, ch. 2.2: "A good starter pack feels unfairly generous").
8. Special Observation: Progressive Assortment Expansion
Pixel Flow uses an approach that is rare in the wild: the shop grows with the player. This is not a mini/full shop toggle, and not a contextual shop (which reacts to in-the-moment scarcity) — it's onboarding logic applied to the assortment. New items appear as features unlock, not on player request.
| Aspect | Upside | Downside |
|---|---|---|
| Relevance | Player only sees offers they can actually use | Player doesn't know what will appear later |
| No Ads conversion | Surfaces at the exact moment of ad frustration — ideal trigger | Delay means foregone revenue in early game |
| Bundles | Player already understands booster value when bundles appear | Harder to plan A/B testing |
| Season Pass | Will appear at the right moment | Depends on choosing the right unlock trigger |
This approach requires a thoughtful notification system: if the player doesn't open the shop at the right moment, they simply won't know something new is available (→ Game Shops: Ultimate Guidelines, ch. 1.2 Layout).
Conclusion
Pixel Flow from Loom Games gets a lot right. The Gold Pack progression is monotonic with no arbitrage paradoxes — basic pricing hygiene that many games fail. The two-tier No Ads structure is elegant segmentation. And the progressive shop expansion is an uncommon approach worth paying attention to.
But three issues limit the monetization potential. First, the dead zone between Pack 2 and Pack 3, where the value incentive to step up is effectively zero. Second, Medium Bundle offers the worst booster value in the lineup while delivering the same lives duration as the cheaper Small Bundle. Third, No Ads Bundle functions as a starter pack but without a One Time Only marker, it misses a key psychological lever around exclusivity.
All three are configuration-level fixes, not architectural ones: adjust the coin count in Pack 3, increase lives in Medium Bundle to 4h, and add a One Time Only label to No Ads Bundle.
The frameworks for pricing, bundle design, starter offers, and shop layout are covered in depth in my eBook Game Shops — Ultimate Guidelines — from section hierarchy and anchoring psychology to conversion mechanics and currency economy design.
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