← All notes

Note 02 · Design · 5 min read

The 90-second session

Most mobile games are designed to keep you playing. Ours are designed to let you stop. That sounds like a strange goal for a business, but it's the reason people keep coming back.

When we analysed anonymous session data from Pocket Orchard, the median session was 94 seconds long. Not because the game was failing to hold attention, but because that's how long people wait for things: a coffee, a lift, a kettle, a friend running late.

Levels that fit a queue

So we made that number a design target. Every level in Lumen Drift is built to be solvable in 60 to 120 seconds by a player who has seen the mechanic before. Harder levels aren't longer — they're denser. A tricky room has fewer pieces, not more.

  • One idea per level. If a room teaches two things, it becomes two rooms.
  • Instant resume. Open the app and you're back exactly where you were, mid-move, within 0.8 seconds.
  • A natural end. Each level closes with a small, satisfying beat — a chime, a bloom of light — that feels like a full stop.

Why we stopped measuring time in app

The industry's favourite metric is total time played. We tracked it for a while and watched it go up when we added longer levels. Reviews went down at the same time. Players felt the game was "dragging" and "asking too much".

A game that respects your 90 seconds earns the next 90. A game that steals ten minutes rarely gets invited back.

Today we watch a different number: days played per month. If someone opens Lumen Drift on twenty different days for a minute and a half, that's a game that has become part of their routine. That's the relationship we want.

Pacing the whole game

Short levels need a longer arc to stay meaningful. Lumen Drift groups its 160 rooms into sixteen "constellations" of ten. Finishing a constellation takes about fifteen minutes spread over a few days, and unlocks a new colour of light with its own rules.

It's a rhythm borrowed from crossword books more than from other games: a little every day, a sense of progress every week, and never a reason to feel guilty about putting it down.