Diamond Digger
Game
Documents about Diamond Digger
Article
How Toon Blast Became the Best Business in Puzzle
Toon Blast, a nine-year-old blast puzzle game from Peak (owned by Take-Two), has re-accelerated its business even as downloads have fallen more than 90% from peak and competing blast games have declined.
- Toon Blast achieved a massive turnaround by increasing its US ARPDAU from a range of $0.17–$0.38 to $2.00–$3.00, resulting in monthly revenue stabilizing above $35M in 2024 despite a 90% decline in downloads from its peak.
- The integration of the 'Super Light Ball' feature—a mechanic popularized by Royal Match that doubles the effect of special items—acted as a critical revenue driver by increasing difficulty headroom and leveraging loss aversion during out-of-moves prompts.
- The game’s live-ops strategy shifted from short, isolated daily events to longer, overlapping formats that compound player engagement and purchase opportunities, mirroring midcore progression systems.
Deconstructor of FunJul 2026
Article
Cross-promotion in Candy Crush Soda Saga
The launch of Candy Crush Soda Saga in late 2014 served as a critical strategic pivot for King, functioning both as a high-profile attempt to replicate the success of the original Candy Crush franchise and as a vehicle for aggressive user base diversification.
- King is using the high-traffic Candy Crush Soda Saga (CCSS) to aggressively cross-promote its less successful titles, such as Diamond Digger Saga and Papa Pear Saga, to non-paying users.
- Cross-promotional ads in CCSS appear as early as level 12, which can be reached within 30 to 45 minutes of gameplay, indicating a strategy to leverage the franchise's gravitational pull to boost other games' user bases.
- The cross-promotion strategy is specifically targeted at non-payers; testing showed that players who made an in-app purchase early in the game were not presented with these promotional ads.
Mobile Dev MemoDec 2014