Welcome to the Candy Crush Saga Community
Do you have a question or need help with your game? Ask the Community.
No, I have very few friends in that one, you're right, but it's not worth it. I won't be playing that latest game for very long. I want to use the iPhone for my game in the 3000s range and will abandon the new game soon so I can play my main game on two devices. Thanks for asking though!
Even from a general design perspective, increasing the difficulty towards the end is vastly better than front loading it or having it random. People are far more willing to play with somewhat predictable difficulty progression vs spikes.
The fact it took King over a decade to figure this out/do something about it, is hilarious. It is basically gaming 101.
Actually, non-King games follow the same pattern (spikes). Why is that? Do they all blindly copy Candy Crush? I think that alternating difficulty of levels makes the game more enthralling than a long sequence of hard levels. The latter is too exhausting.
I am more willing to play with a predictable difficulty progression, yes. But, mislabeling levels makes it anything but predictable. Most people won't put the data into Excel to figure it out. It's not designed to be predictable.
I like this word manipulation that you use and I too have noticed this more and more with respect to this game. King manipulates players into winning so far and then it pulls back to entice players to buy more, spend more, which becomes more profitable for them. For some I call this a gambling addiction, when you are willing to pay at all costs to beat a level, episode or an event.
When I was at level 16400+ for me it was always the first level in the episode which never had any difficulty indicated. But no matter what I could never pass it without using Gold Bars for extra moves. For me now that I have reset my game it's "Mind Over Matter" and knowing exactly when to give up and call it a day. Hope your having a great one 😊
August 14, 2024 - 04:30 PM NST
Not nearly to the same degree and generally random spikes are frowned upon. They will always exist but the entire game should not just be those.
As I say it is just game design 101. Early levels easy and they get harder as you go. Sure there will be some spikes here and there but it is not like with Candy Crush where the spikes are all over the place.
Anyway most people do like the difficulty to ramp up, playing 3 normal levels then get smacked in the face with a legendary tends to turns people off. You want to ease the player into the hell awaiting them, they will be more willing to put up with it.
Side scrolling games are the easiest example. The first levels are easier than the later ones and if there are "worlds" the levels in the world also go from easy to hard (for the difficulty of the world). Sure you might get a difficulty spike but in general it is always easy to hard.