No.175 / 280Strategy & systems · Matching & merging

Drop the Cargo Down

The cargo can't be matched away; clear what's beneath it so it sinks to the exit.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Spatial · Time
No.175Candy Crush Saga

01The core loop

Action → feedback → next choice
  1. 01Locate the cargo's column
  2. 02Clear pieces under it
  3. 03Cargo falls with gravity
  4. 04Reach the exit to collect

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    8 moves left; two cherries sit in columns 2 and 6, each 5 rows from the bottom.

  2. T2

    Turn 2 · The player chooses

    The player makes a vertical striped candy beneath column 2.

  3. T3

    Turn 3 · The feedback

    It clears the whole column and the first cherry drops straight to the exit.

  4. T4

    Turn 4 · The next decision

    With 6 moves for the second, the player tries the same idea in column 6.

How it plays

Cargo pieces never match; they only fall as pieces below them clear, and are collected at a bottom exit. Players dig down the cargo's column while handling blockers and sideways shifts, usually within a move limit.

What the player weighs

  • Vertical clears vs horizontal ones: vertical drops cargo faster but is harder to set up.
  • Focus one cargo vs juggle several: with cargo spread across columns, choose which goes first.

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

C

Candy Crush Saga

P1

Ingredient levels require bringing cherries and hazelnuts to exits at the bottom; they can't be matched and only fall as candies below clear.

H

Homescapes

P2

As far as I know, some match-3 levels also feature objects that count only once they reach the bottom of the board, requiring players to clear beneath them; the specific objects may vary by version.

The difference worth noticing

Candy Crush makes it a dedicated level type, while Homescapes tends to mix it into combined goals.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Drop the Cargo DownMatching & merging+

Attach a timed order to each cargo piece with faster delivery paying more, so players rank which to drop first.

Prototype this combo in Yoroll

→Follow the next idea

Matching & mergingNew

Fill a Line to Clear It

Space is the only resource: fill a line to reclaim it, or get crowded out.

Prototype complexity
Who plays
Solo decisions
  1. 01Read current and next piece
  2. 02Choose where to place it
  3. 03Full lines clear space
  4. 04Shape the gaps for later
Tetris Effect: Connected · Blockudoku
Matching & mergingNew

Gravity Cascades

One clear drops pieces from above into new matches, and the chain keeps going.

Prototype complexity
Who plays
Solo decisions
  1. 01Predict what falls
  2. 02Clear low on the board
  3. 03Falling pieces chain
  4. 04Collect bonus value
Bejeweled 3 · Candy Crush Saga
Matching & mergingNew

Merge Three, Climb a Tier

Put three identical things together and they become the next tier up.

Prototype complexity
Who plays
Solo decisions
  1. 01Get a low-tier item
  2. 02Place it beside matches
  3. 03Three merge into next tier
  4. 04Plan higher-tier merges
Triple Town · Merge Dragons!
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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