That Level Again vs its rivals

Side-by-side comparison against That Level Again's closest competitors — identity, store metrics, ratings & sentiment, and strategic intel.

Core Identity
DeveloperNurkhametov TagirEYEWIND LIMITEDLahana GamesMetro Trains Melbourne Pty LtdFanateeRobTop Games ABVita Studio
CategoryGamesGamesGamesGamesGamesGamesGames
PlatformAndroid, iOSAndroid, iOSiOS, AndroidiOS, AndroidAndroid, iOSAndroid, iOSiOS, Android
Store Metrics
Rating4.7 / 54.6 / 54.6 / 54.5 / 54.7 / 54.5 / 54.8 / 5
Ratings Count7,766245,227160,82424,427283,37967,604458,435
PriceFreeFreeFreeFreeFreeFreeFree
Release DateJul 14, 2015Oct 6, 2019May 19, 2020Nov 18, 2014Mar 8, 2017Dec 21, 2016Apr 25, 2023
Last UpdatedDec 19, 2025Dec 28, 2025Mar 30, 2026Feb 20, 2026May 5, 2026Jan 29, 2026May 14, 2026
Sentiment & Reviews
Sentimentexcellentpositiveterriblenegativemixedexcellentmixed
Score85/10075/10018/10032/10035/10082/10065/100
Praises
  • Challenging and creative puzzle design keeps players engaged for extended, non-linear play sessions
  • Logical puzzle mechanics provide a sharp mental workout for casual players during downtime
  • Offline accessibility allows for uninterrupted play without requiring an active internet connection
  • Mental Stimulation
  • Nostalgic Appeal
  • Engaging Core Gameplay
  • Educational crossword mechanics provide a relaxing and mentally stimulating daily habit for long-term players
  • Engaging Gameplay
  • Accessibility and Ease of Use
  • Large card visuals and clear layout design assist seniors in maintaining focus during long play sessions
Complaints
  • Functionality regressions on specific mobile hardware prevent progress beyond certain level thresholds
  • Excessive advertisement frequency disrupts the flow of gameplay after every single level
  • Inappropriate hint content in specific levels raises concerns regarding child safety
  • Excessive Ad Frequency
  • Misleading Advertising
  • Predatory Monetization
  • Aggressive Ad Frequency
  • Broken Monetization
  • Technical Bugs
  • Aggressive ad frequency and intrusive ad behavior disrupt the core gameplay loop post-update
  • Lack of Content
  • Ad Frequency
  • Aggressive advertisement frequency and deceptive exit buttons disrupt the flow of the game for many users
Requests
  • Improved stability and bug fixes for level progression on mobile platforms
  • Reduced advertisement frequency or an option to play without constant interruptions
--
  • Permanent ad-free purchase option requested to replace the current high-cost monthly subscription model
-
  • One-time purchase option to permanently remove advertisements and support the developers without ongoing interruptions
Strategic Intel
Strengths
  • Immortal hero respawn mechanic reduces session-exit friction
  • Minimalist logic loop sustains multi-year player retention
  • High organic rating base supports install velocity
  • High-frequency puzzle completion drives session length
  • Offline-first architecture ensures utility in low-connectivity environments
  • Broad content variety (trivia, word games, and logic puzzles)
  • Massive user base with over 2.1M ratings on Android
  • Strong positioning for '7-second riddles' and mystery scenarios
  • World-famous IP with 1.2B+ unique plays
  • Unique educational 'safety' hook
  • Strong nostalgic value for Gen Z/Millennial users
  • Narrative-driven world progression sustains long-term retention
  • 11-language library functions as a B2B distribution barrier
  • Trivia-based crossword mechanics provide a high-frequency daily habit
  • Massive community-driven content library (millions of levels)
  • Strong brand loyalty with 'Excellent' sentiment
  • Robust offline playability
  • Large-card accessibility design reduces friction for the senior demographic
  • Minimalist interface minimizes cognitive load for long-term retention
Weaknesses
  • Technical regressions on mobile builds block progression
  • Excessive ad frequency disrupts puzzle flow
  • No live-ops content pipeline
  • Aggressive ad-to-gameplay ratio triggers high churn
  • Technical instability during touch-based interactions hinders progression
  • Extreme ad frequency (ad after every level)
  • Uncompetitive $7/week subscription pricing
  • Misalignment between UA creatives and actual gameplay
  • Intrusive mid-level ad placements
  • Broken 'No Ads' IAP functionality
  • Technical bugs (audio loss, visual overlays)
  • Aggressive ad frequency disrupts the core gameplay loop
  • Technical instability post-update causes loading failures
  • No permanent ad-free purchase option for loyal users
  • Native levels are too short (20-minute completion time)
  • High ad frequency causing user friction
  • Lack of modern technical features like 120Hz support
  • Aggressive ad-frequency drives negative sentiment
  • Lack of one-time purchase option limits conversion
Pricingfreemiumfreemiumfreemiumfreemiumfreemiumfreefreemium
MomentumMaintenanceMaintenanceMaintenanceMaintenanceActiveMaintenanceMaintenance
Update Cadence5 versions, ~28d avg5 versions, ~83d avg5 versions, ~19d avg5 versions, 3 majors/6mo, ~284d avg5 versions, 5 majors/6mo, ~16d avg5 versions, 3 majors/6mo, ~166d avg5 versions, ~10d avg

Compare That Level Again head-to-head

Disclosure: Independent intel to help mobile builders succeed.

AI-powered analysis with editorial review, built from publicly available sources. Marlvel.ai is not affiliated with, endorsed by, or sponsored by That Level Again, its developer, the app publisher, Apple, or Google Play. All trademarks, logos, and screenshots referenced remain the property of their respective owners.

Data licensed under CC-BY-NC 4.0