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This week has wonderful levels. Amount of blockers has been toned down and the levels feel less "same-y" if you know what I mean. Sadly, I checked some of next week's levels from @Johnny_Crush and it seems the levels will revert back to blocker overload. I wouldn't blame @LindQ, it's likely someone who designed those levels hasn't gotten the new feedback, or since they don't message on king community they don't see the direct feedback and it's harder to know what people exactly want.
It's not wall to wall good news this week. In the second episode, some of the episodes are extremely hard- 10677 and the new 10678 in particular- nothing unusual there, but 10681 takes the biscuit. Its a complete blockerfest, feels really out of place compared to the other levels this week and is pretty much impossible to pass. There is no way there is enough moves to get rid of the magic mixers. Its the proverbial turd in the punchbowl. Hope this one gets a look at.
Agree @Michael-6 10681 needs a revamp. It is typical of old Rainbow Rapids levels - way too rigid and totally boring. I needed boosters to get past it, especially hammers !! 10667 and 10675 must have been the work of the same designer as they are also rigid and boring. These 3 levels are the only hiccups in an otherwise brilliant first 2 Episodes ๐๐
@LindQ First I thank you for the quick correction thanks to your presence here in our community.ย I just do not understand you do not have a minimum QA? I know it is just a game but can you imagine S/W in the real life (cars, aeroplane..) with a such QA. It really looks bad
Well the *actual* levels that were supposed to go out were fully tested, we are looking into why the wrong level IDs were released.
@Goldenswordz The levels for next week are not even finalized, so I don't know in what stage you have seen anything, unfortunately. However, you are correct in that I have not designed any of them myself ๐
We will also of course monitor the difficulty of levels going forward, just as always ๐