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Having decided to never start another test game from scratch I'm now speed-crushing it with my two latest test games.
Hit level 1000 and here we go again: Boring, boring, boring.
Why?
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I finally made it past the most boring levels. All 700 of them !!!
So I ask again: Does anyone know why King have made these levels so tediously boring? Levels 1-800 did after all contain some more interesting elements. There were some conveyor belts and even the odd chunk of chocolate. But then we get 700 levels of just boring blocker levels.
The only elements I encountered were: jelly, frosting, licorice, cages, marmalade, well all the usual blockers that are nothing but blockers, and these: rainbow twist, jelly jars, gumball machines, bubble gum and a few candy cakes. Most of the levels had stuff dropping from droppers at the top: striped candy, fishes etc. Jelly orders or dragon orders were almost universal. A few other orders. What all these levels have in common is that no thinking is required and it's a matter of bashing your way through the blockers with combos of special candies, not much else matters at all. No place to slip up if all you do is play super colour bomb combos.
And then we get to level 1500 and suddenly in short succession three new elements appear: licorice shells start on level 1501, the magic mixers appear at level 1504, no explanation given as to what they do, and an episode later at last, at last, the conveyor belts come back and we can actually enjoy playing again. So why not introduce some fun elements earlier?
To make things worse, those 700 levels (800-1500) used to contain all my favourite levels, fun levels, interesting levels, enjoyable levels. All gone now. Why did they replace these wonderful levels with such garbage?
Can anybody offer an explanation? Why have they done this?
I played one episode today to test out the effectiveness of the super colour bomb. One game had it enabled, the other did not. Both have the same top win streak and played to keep it.
Result: only one level the super colour bomb passed and the normal game had to pay to pass: Level 1104. All other levels the outcome was identical.
Level 1105 is of note:
This nightmarishly hard one the super colour bomb failed miserably as did the normal colour bomb game even though it had payed to pass the previous level. I also played this without boosters on my iPhone Cornflower game. It took me 7 attempts to get within one move of passing. I note that this is a fairly recent addition to the game, and the Johnny Crush "pass without boosters" is an interesting one for anyone looking of how to spot and use a lucky board, so I copy it here.
I noted that at this point in my screenshot below Johnny had hit a colour bomb into a red candy and momentarily got a board devoid of reds. That might be a key moment, perhaps not just for this level. Interesting…..
The super colour bomb had no use at all for this level, which may be why King put such "key" levels into the game now. It's a definitive pay-to-pass level put in to make sure that anyone who wants to keep their super colour bomb parts with their gold bars. But as it is, the previous episode was a ridiculously easy one, so anyone should have got the gold from the episode race.
I think this whole range of levels is functioning to teach players how to play Candy Crush the way it is now intended: Play quickly to win the episode races and spend gold bars to keep your win streak and super colour bomb. It's a way to breed a totally new type of player in the game, very different from the old bunch (most of us here in the community), and maybe they've made the levels so easy and devoid of interest so that it will allow these newly bred players to catch up more quickly. Whilst there are leaderboard competitions to keep them going, and rumours abounding around social media that money can be earned from this game, I guess enough players will ignore the boredom and just plod on in the unfortunate belief that somewhere further along in the game they will get some reward for all this pointless crushing.
To take away the boredom I've brought both games to the same point, so at least I can use these two games to carry out some tests.
Meet them:
Yes, they've both got Antonio in their weekly races. Marshmallow is the game that had the new feature in levels 600-800. But now it's the same levels for both, and they match the levels on my main game (Cornflower) as well.
The obvious reason is this:
No conveyor belts at all.
Few features or interesting elements: e.g. the candy cake makes only few appearances.
Many levels are ridiculously easy. Unmarked levels are just over in a few moves with starting and win streak boosters.
The question I really want to ask is: Why have King done it like this? There were conveyor belts in many of the earlier levels, even in those episodes that were recently rewritten. The design team are even testing out new features, the marshmallow, which one of my two new games got from levels 600 through to 800. Many levels up to about 800 are quite challenging and interesting.
So why are King boring players out of their wits when we pass that level range? The Boredom may have started at level 800 or 900, I can't really tell as I've been speed-crushing through them without much thought. Levels 906 and over are all just a shadow of their former selves (it used to contain some of my favourite levels), I certainly noted that.
I am wondering if there is motive at all? I mean, they removed some interesting levels and replaced them with boring ones, so there must have been some motive on their part?
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I need some help to pass level 18455. Any tips or advice would be appreciated.
I’ve been playing this level for 2 weeks and this is as close as I’ve come. I give up. I don’t want to play the game anymore. The episode race was over 2 weeks ago. I don’t waste gold bars when there’s nothing to gain. I just don’t care anymore.
@QueenB @LoFiGummy @Snow_Rider It took me ages to access the forum this evening due to the issue shown below.