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How ad mode works

Kitty Logic has no ads. Ad mode shows you where a typical free mobile puzzle game would put them, and how often.

Turning ad mode on or off doesn't change the game. Puzzles, hints, hearts and difficulty all behave exactly the same either way. Ad mode only shows or hides the pop-ups.

Nothing is tracked or sent anywhere. The session clock starts when the page loads and resets when you reload.

It adds up fast

~108
ads in a 4-hour session
+45
ads per extra hour after that
~80 s
between ads after 4 hours
$0.86–$1.30
one player, 4 hours, illustrative

That last number is the point. A puzzle game doesn't need to be good to make money; it needs players who keep playing. At $8–12 per thousand interstitial ads, a typical range for this kind of ad, one engaged player sitting through about 108 ads is worth roughly a dollar a session. Multiply by a few hundred thousand daily players and you have a business built on attention rather than on the game.

Illustrative only. These are industry-average placeholder rates, not data from any real game, and real rates vary a lot by country, ad format and season. The ad count is the quota this demo aims for; actual pop-ups can land a little under it.

The ramp: ads get more frequent the longer you play

Ad mode splits your session into 20-minute blocks. Each block gets an ad quota, picked at random from that stage's range. Early on it's gentle, so new players don't quit. The longer you stay, the more the game assumes you're hooked and will tolerate more.

Session timeAds per 20 minRoughly one ad everyFeels
0–20 min1–213 minbarely noticeable
20–40 min3–55 mina light rhythm
40–60 min4–64 minhard to ignore
1:00–1:306–83 minhard to ignore
1:30–2:008–102 minborderline hostile
2:00–2:3010–12110 secborderline hostile
2:30–3:0011–13100 secrelentless
3:00–3:3012–1490 secrelentless
3:30–4:0014–1585 secrelentless
4:00 and on15 (cap)80 secrelentless

Each stage applies to the 20-minute blocks that start inside it. The quota is set per block, so the exact count in any one block can be anywhere in the range.

Who gets the slot

The quota is a budget, not a schedule. Moments in the game compete to spend it, and real moments go first. When two happen at once, the higher one on this list wins.

#MomentWhy games put an ad here
1Finishing a levelThe most common placement. You're happy and between puzzles, so you tolerate it best.
2Tapping Hint"Watch an ad for help": you want something, and the ad is the price.
3Milestone level (5th, 10th, 25th, 50th)A bigger break point gets a bigger slot. It replaces the plain level-finish ad.
4Running out of heartsA frustration peak, often sold as "watch to keep going."
5Second and later undos"First one's free."
6Switching difficultyYou've just invested more, so you'll sit through more.
7Coming back after 2+ minutes awayThe "welcome back" ad.
8One cat left to placeThe riskiest placement: right before the payoff, when you're most eager.
9The catch-up timerA fallback. If nothing above happens and the block falls behind its quota, a timer fires an ad anyway.

The rules that pace it

Where the cadence comes from

It's modeled loosely on published analysis of how successful free puzzle games tune ad frequency to player tenure: longer gaps for brand-new players so they don't uninstall, shorter gaps for players who've stuck around. Those games ramp over days. Ad mode compresses the same idea into a single sitting, so you can feel it in an afternoon instead of a week.

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