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What are they doing to this game?

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  • SneakyMelonPyroDuck
    SneakyMelonPyroDuck Posts: 41

    Level 3

    BTW did you retry or exit then choose the level again. I know the game will check every time you go to the map your current state and can update your grouping and whatnot. Can't say if that was the case here.

    To tie to what you were saying, ya King might be able to replace levels on the fly so you got a test version for the first try and the normal version after. That way they can test levels but have less issues with them being broken and stopping people from playing. ie they are busted once and that is it.

    I am a bit shocked they would have the ability to do this considering the massive issues they have in general.

  • christinewupp
    christinewupp Posts: 9,575
    edited November 28

    I passed the level because I paid for the extra moves. I then went back into the level because I wanted to take a screenshot of the board to show there was no fish. But to my surprise there was a fish! So the "broken" level was suddenly fixed.

    I get what you write about the test version being replaced by the normal version after our first attempt. I can see how they would do that, so that there will not be thousands of complaints! This would be similar to the way that the "no more possible switches" Oops levels automatically resolve themselves on our second attempt and therefore we get surprisingly few players complaining about them. All this would lead me to suspect that Oops levels are deliberate as well. Some here have of course long suspected that.

  • SneakyMelonPyroDuck
    SneakyMelonPyroDuck Posts: 41

    Level 3

    Ya given you exited and looked at the level after you beat it in broken mode. It could be:

    1. Test version for a single play
    2. Test version if unbeaten level
    3. Grouping switching after the level exit to the map

    Very odd no matter how you look at it.

  • christinewupp
    christinewupp Posts: 9,575

    If you are right about the level being broken, i.e. the missing fish being a glitch, then that would be strangely reassuring (rather be it a glitch than malicious level design) but either way this level does make it clear beyond a shadow of a doubt how there is compensatory part of the level algorithm which kicks in near the end to decide - no matter what we as players do - whether the level will be passed, failed, or passed if we pay for the extra moves. That is still quite painful to witness. I can see no other way how I could have ended up with this board:

  • Sikkesoft
    Sikkesoft Posts: 1

    Level 1

    Hi All,

    I have been playing Candy Crush Saga for quite some time (level 8212).

    A while back I have seen on several occasions in the end-board (after doing the last move) that not all chains of 3 matching were cleared. In some occasions the last move was the move that caused me to reach the goals of the level with moves left. At other times, the last move as in no more moves left.

    At one time it actually cost me to complete the level without buying additional moves. After buying the moves, the engine cleared the chain of candies, and thus completing the level without using any of the moves I bought. .

    I haven't seen this glitch in the last time though.

    However the last week I'm treated with a new problem and am unable to play the game.

    After starting the game and pressing 'Play' on the welcome screen the game locks up like the screen below. This behavior I see on both PC and iPad (9th gen). At first I thought it was due to an upgrade to IOS 18.1.1. My iPhone (13) was upgraded to 18.1.1 too, and there the game still runs. There are some differences though. Different hardware, I don't use an account and progressed to level 1700-something. This afternoon I started to play on a Windows 11-laptop using my Sikkesoft-account and run into the same problem.

    Andre

  • christinewupp
    christinewupp Posts: 9,575
    edited December 2

    To get back to my original question: What are they doing to this game?

    I think all the recent changes of the past few weeks lead into the same direction:

    • Faster play. The faster the better.
    • Playing without strategic planning or overthinking
    • Do not fail any level

    These are the changes I am thinking of:

    • the combination of starting boosters plus win streak boosters is now more powerful for easy levels and often leads to double colour bomb combo and level over in a few moves, bypassing the original strategy altogether. (The game often gifts timed boosters to illustrate the benefit)
    • Super colour bombs- lose a level and it's gone
    • "Don't feed the troll" downgraded to new levels only so only beatable with speed
    • leaderboard events favour players racing through levels (I have tested this many times: the faster you play the higher your hourly score)
    • tier system and better payouts introduced to Candy Royale
    • Weekly contest now groups players according to numbers of levels played the previous week, so we all have to play faster to win
    • Factory Frenzy only beatable if playing huge amounts of new levels
    • Jelly Streak now harder to win
    • Volcanic panic and all its rehashed versions! (Snowstorm being the latest)
    • Delicious Dash (new feature as part of the Episode Race)
    • Streak Challenge (new feature to reinstate top win streak)
    • New changes to Player Cards: now why do they even include the "double colour bombs" feature in this?

    New sweet features coming soon…. I can't wait for the next trick up their sleeves.

  • christinewupp
    christinewupp Posts: 9,575

    So the next trick being: Get rid of all the chocolate and revamp Volcanic Panic into a Snowstorm version. Such fun!

Hey! Would you like to give us your opinion?