# What belongs in a merge game MVP
Source page: https://dfygames.com/guides/merge-mvp-scope (published 2026-10-19, updated 2026-10-19) · Topic: Merge games
Cite as: DFY Games, "What belongs in a merge game MVP", updated 2026-10-19, https://dfygames.com/guides/merge-mvp-scope

**Quick answer:** A merge game MVP needs one board, one complete merge chain of around six tiers, a generator that spawns the first item, orders that ask for items from the chain and a finite goal such as restoring one town. Leave out quests, inventory, multiple chains, events and accounts; they can be added later as an Advanced upgrade or a separate quote once players respond.

- MVP core: One board, one chain, orders
- Package: Core Game · $499
- Upgrade to Advanced + Launch: Pay the difference
- Live events: Separate quote

## What a merge MVP has to prove

An MVP should answer one question cheaply. For a merge game the question is whether players want "one more order": whether the reveal of the next item and the progress on the map pull them through a session. Quests, inventories and events make a merge game last longer; they do not tell you whether the core is appealing, so they can wait.

## One playable merge chain, worked through

Here is a single chain based on our example merge concept. Two identical items merge into the next tier. A seed packet on the board spawns seeds when tapped.

| Tier | Item | Made from | Seeds needed | Used for |
| --- | --- | --- | --- | --- |
| 1 | Seed | Tap the seed packet | 1 | Merging only |
| 2 | Sprout | 2 seeds | 2 | First order (the tutorial) |
| 3 | Flower pot | 2 sprouts | 4 | Early orders |
| 4 | Bouquet | 2 flower pots | 8 | Mid orders, café customers |
| 5 | Flower basket | 2 bouquets | 16 | Larger orders, restoration steps |
| 6 | Flower stall | 2 baskets | 32 | Final restoration goal for the area |

The doubling column is the useful one for scoping. A tier-6 item takes 32 seeds and 31 merges, so the chain length, the board size and the generator speed together decide how long one area takes. Six tiers on a 7 by 9 board is long enough to feel like progress and short enough to finish, which is what a finite progression path means in practice.

![Collection book showing merge chains such as seed to bouquet, teacup to café, shell to pearl necklace and candle to lantern string](https://dfygames.com/media/games/cozy-merge/collection.webp)

> Keep every step readable: Our example concept keeps each item's silhouette close to the one before it, so players can see at a glance which items belong together. That matters more in an MVP than extra items do.

## The MVP feature list

- One board with a seed generator
- One complete chain, around six tiers
- Orders from customers that pay coins and progress
- A finite restoration map for one area, ending in a clear goal
- A collection book for discovered items
- Rewarded ad for a refill or a free spawn, and up to two simple purchases
- Local save, sound, settings and the store kit

![Before and after split view of a lighthouse, grey and broken on the left and freshly painted on the right](https://dfygames.com/media/games/cozy-merge/restore.webp)

## The first ten orders

Orders are how a merge MVP teaches the chain without a tutorial screen. The first one should need a single merge, and each later order should ask for something slightly further up the chain.

| Order | Asks for | What it teaches |
| --- | --- | --- |
| 1 | 1 sprout | Tap the generator, merge two seeds |
| 2 | 2 sprouts | Merging is repeatable |
| 3 | 1 flower pot | Merging merged items |
| 4 | 1 flower pot and 1 sprout | Planning across tiers |
| 5 | 1 bouquet | The chain goes further than expected (the reveal) |
| 6 | 2 flower pots | Board space management |
| 7 | 1 bouquet and 1 flower pot | Keeping items aside for later |
| 8 | 1 flower basket | Long merges pay off |
| 9 | 2 bouquets | Pacing before the final goal |
| 10 | 1 flower stall | Area complete; restoration payoff |

Each completed order pays coins that restore part of the town. The sequence above uses 108 seeds in total, so generator speed and the rewarded free-spawn are where session length gets tuned.

![A bunny customer cheers as her bouquet order is served while coins and stars fly up to the counters](https://dfygames.com/media/games/cozy-merge/orders.webp)

## Systems to leave out, and what they cost to add

| Excluded system | Why it waits | Route to add it |
| --- | --- | --- |
| Second and third chains | More art and balancing before the first chain is proven | Advanced + Launch |
| Quest lines | Content and tracking that only pay off with returning players | Advanced + Launch |
| Inventory and storage slots | A second item store with its own economy | Advanced + Launch |
| Full energy system with timers | Balancing against purchases needs live data | Advanced + Launch |
| Seasonal events and reward tracks | Ongoing content and usually remote configuration | Separate quote after launch |
| Accounts, cloud save, social features | Needs a backend | Advanced where scoped, or separate quote |

| From | To | Difference |
| --- | --- | --- |
| Core Game ($499) | Core Game + Launch ($1,299) | $800, which adds the 30-day launch package |
| Core Game + Launch ($1,299) | Advanced Game + Launch ($2,999) | $1,700, which buys the more complex game, not more ad management |
| Core Game ($499) | Advanced Game + Launch ($2,999) | $2,500 |

If the blueprint at kickoff shows your idea needs more than the package you bought, you choose: trim it to fit, upgrade for the difference, or take a full refund. Adding systems to a finished game after launch is quoted separately, and since [the files are yours after full payment](https://dfygames.com/guides/code-art-ownership), that work can go to DFY or another developer.

## How you will know whether the MVP worked

Be realistic about what a small build can measure. Core includes up to 15 invited playtesters and a feedback summary, which tells you whether the chain is readable and the orders are satisfying. Real player behaviour needs real players: Core + Launch adds 30 days of campaigns and one monetization iteration on early data, which is the cheapest way to see whether strangers come back. Ad spend is paid separately to the ad platforms, and no studio can promise installs or revenue.

For pricing across all merge scopes, see the [merge game cost guide](https://dfygames.com/guides/merge-game-cost). When the chain table above describes your game, the [merge game package](https://dfygames.com/games/merge) is the place to start.

## FAQ

**What should a merge game MVP include?**
One board, one complete merge chain, a generator, orders that use items from the chain, a finite goal and basic monetization. Everything else can be added after players respond.

**How many items should the first merge chain have?**
Around six tiers works well; with doubling, the top item takes 32 base items, which is enough for a satisfying goal on a small board.

**Should a merge MVP have quests and inventory?**
No. They extend play time but do not show whether the core loop appeals, and each one is a full system that moves the build to Advanced.

**What does it cost to add more chains later?**
Moving from Core + Launch to Advanced + Launch at kickoff costs the $1,700 difference; adding systems after launch is quoted separately.

**Can an MVP test monetization?**
Partly. Core includes rewarded ads and up to two purchases, and Core + Launch adds one monetization iteration based on early campaign data.

## Related
- Service page: [Merge Game development](https://dfygames.com/games/merge)
- [Merge game development: cost and scope](https://dfygames.com/guides/merge-game-cost)

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DFY Games (Done For You Games), https://dfygames.com. More guides: https://dfygames.com/guides · Index for AI assistants: https://dfygames.com/llms.txt
