Generally speaking, I think the comic industry faces similar challenges; however, comics are able to stave off the effects a bit by
relying on the collectible aspect of the business and using stunts like crossovers or variant covers to goose sales.
The combat of Color Splash
relies on collectible cards, similar to the sticker mechanic.
Not exact matches
Other [puzzlers], unfortunately,
rely on easily - missed
collectibles or suffer from a lack of explanation.
The single player campaign is not that long and
relies on replay value by awarding ranks for missions, in case you want to get the highest ranking in each mission or find all
collectibles.
Yoshi's Woolly World is a decent game in its own right, though it
relies a bit much
on nostalgia, is lacking somewhat in the depth department, and tends to feel either too simple when disregarding the somewhat unnecessary
collectibles, or too frustrating when seeking them out.
We give the player control of pacing, and so events transpire
on the player's clock,
relying on what Pat Hollerman aptly calls «metonymic time» (these many missions ago, that many settlements later, this many
collectibles until, etc...).