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Farm Heroes Saga
UX Revamp

Increased revenue by 5% by optimising the More Moves Flow, the top monetisation point for extra moves.

Project Overview

Timeline

6 weeks

My Role

Senior UX Designer

Team

PM, Data Scientist, UI Artist, Engineering

More Moves Flow

Farm Heroes Saga is a legacy match-3 puzzle game with over 5 million DAUs. I was tasked with improving the More Moves Flow, the game’s highest-grossing monetisation point, where players can buy extra moves to finish a level.

5M

Daily Active Players

400K

Daily Revenue

48M

Game Rounds

The Challenge

After analysing analytics data, sieving through the research library and collaborating with the team, we identified several critical issues:

High Click Through Rate

+83%

of players do not purchase the More Moves offer.

3.6%

of impressions result in a More Moves Click.

76%

of players who enter the store, leave without purchasing.

Net result: Just 0.8% of all impressions lead to a successful More Moves checkout.

Research & Insights

Research Methods

I conducted a multi-faceted research approach to understand user behaviour and pain points:

In-depth User Interviews

We conducted 10 user interviews to understand the underlying reasons behind player behaviour in the More Moves flow.

In-game Survey

We sent an in-game survey to quantify insights gathered from the in-depth user interviews.

Key Findings

  • Decision happens late: The choice to purchase More Moves is typically made in the final few moves of a level.

  • Win assurance drives purchases: Players are more likely to buy when they believe the extra moves will guarantee a win.

  • Moves offered influence action: Players assess how many moves are offered and only proceed if they believe it’s enough to win.

  • Lack of gold is a blocker: Many players don’t buy because they simply don’t have enough gold bars.

  • Mid-to-low spender mindset: Some players treat small purchases (e.g., $1.99) as guilt-free daily indulgences, similar to buying a coffee or snack.

  • High spender mindset: These players buy most offers, knowing they’ll need the items eventually and don’t want to miss out.

User Quote

I know if I’m going to purchase more moves when I have 1 move left, I usually take a pause and calculate if I can win or not.

Interview Participant #7

Competitive Analysis

I analysed 6 competing free-to-play games to identify best practices and opportunities:

Competitive More Moves research

Farm Heroes Saga

Toon Blast

Royal Match

Cookie-Cutter

Match Villas

Industry Standards

  • Central focus: The middle of the screen highlights how many moves the player will receive

  • Side-by-side options: Ad-enabled players are shown paid and ad-based options on one level.

  • Efficient use of space: Top and bottom areas display supporting information (e.g., timers, offers, or game context).

Results & Impact

The redesign of the More Moves Flow was A/B tested and fully rolled out February 2025 with impressive results

+8%

of players buying more moves offer

+1.2%

of impressions result in a More Moves Click.

+5%

gross bookings

Additional Metrics

  • Game rounds increased by 6%

  • Daily paying active users increased by 3%

  • Conversions increase by 15%

Design Process

Redesign Strategy

Based on our research, I developed a comprehensive redesign strategy focusing on four key areas:

Close Wins

Work with level designers to make sure players often run out of moves just a few steps from winning. This increases the chance they’ll see value in buying More Moves and feel motivated to make a purchase.

Contextual Offers

Use the player's spend data to surface relevant offers on the More Moves screen. If a player is low on gold bars, they can purchase more directly without visiting the store. This shortens the funnel and decreases drop-off opportunities.

UI Clarity

We redesigned the screen to match industry standards and support player decision-making by highlighting the number of extra moves, displaying ad and gold options side by side for eligible players, and aligning the visual style with the rest of the game.

Wireframing & Prototyping

I created wireframes to explore a variety of different options, focusing on the UI modernisation so that we can leverage contextual offers.

Before: Multiple inconsistent rewards screen, After: One rewards screen template

After several iterations based on internal feedback, I developed interactive prototypes for user testing.

User Testing & Iteration

I conducted two rounds of usability testing with the prototypes:

Round 1 Findings

  • Clearer layout with central move count improved user understanding and engagement

  • 4/5 assumed the offer was the same regardless of context, reducing urgency to engage

  • Animations were slow, and cumbersome, as players waited to take an action

  • 3/5 players didn’t notice their gold bar count until scanning the page more thoroughly

Round 2 Findings (After Iterations)

  • 5/5 responded positively to contextual offers tied to near-wins and treat

  • 5/5 player notice the gold bar count quickly

  • Animations were received positively described as ‘quick’ and ‘snappy’

The Solution

Balance Levels for Close Wins

Collaborated with Level Designers and Data Scientists to adjust difficulty and increase the likelihood of “almost won” scenarios, tapping into players’ motivation to finish what they started.

Key Improvements

  • Balanced levels to create close-win moments, boosting win likelihood perception

  • Increased frequency of near-wins from 5% to 30%

  • Reduced retries on hard levels by rebalancing move distributions

Optimised UI Experience

Simplified and modernised the UI to streamline purchasing and reduce friction for both ad watchers and spenders.

Before: Multiple inconsistent widget design

After: Modular widget system

Key Improvements

  • Introduced side-by-side options for ads and gold (for eligible players)

  • Designed a modular system for future A/B testing and customisation

  • Introduced visual consistency with the rest of the game’s art direction

  • Centralised the number of moves for immediate clarity

  • Condensed purchase flow from 7 steps to 5 for gold purchases

  • Condensed ad flow from 4 steps to 3

Contextual Delivery System

Implemented a rule-based logic system that triggers the most relevant offer based on player context, such as streak status, retry count, or event engagement.

Key Improvements

  • Dynamic offer targeting during the final moves of a level

  • Highlighted win assurance through visual cues and copy

  • Boosted visibility of high-performing streak events

Lessons Learned

This project reinforced several important UX principles and provided valuable insights.

Focus on critical user decisions points

Players decide whether to buy extra moves much sooner than we expected. This insight shifted our entire design strategy to focus on level and the first more moves screen.

Align with industry standards

Players are used to familiar UI conventions from other games. Aligning with these standards reduces friction and keeps our experience competitive.

Context matters

Offers were more effective when shown only as players were running low on gold bars.

Next Steps

For players with enough gold bars, the next opportunity is to explore how we can make them spend their gold bars more quickly, leading to more frequent purchases. Potential approaches include:

Gold Bar Sinks

Instead of showing real-money offers when the player isn’t ready to buy, prompt them to spend their gold bars more quickly. This increases the chances they’ll be ready to make a real-money purchase the next time they see one.

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