No.172 / 280Strategy & systems · Matching & merging

Gravity Cascades

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

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Spatial · Randomness
Bejeweled 3No.172Bejeweled 3

01The core loop

Action → feedback → next choice
  1. 01Predict what falls
  2. 02Clear low on the board
  3. 03Falling pieces chain
  4. 04Collect bonus value

↻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

    3 moves left, 2,000 points needed. A match sits at the bottom, and two near-matches wait in row three.

  2. T2

    Turn 2 · The player chooses

    The player clears at the bottom so the columns above drop one row.

  3. T3

    Turn 3 · The feedback

    Both near-matches fall into place and trigger three cascades worth 2,400 points.

  4. T4

    Turn 4 · The next decision

    The goal is met and the remaining moves convert into a bonus.

How it plays

After a clear, pieces above fall and new ones drop in from the top; any new matches clear automatically. Part of the chain is predictable and part depends on random refills, and players raise the odds by choosing where to clear.

What the player weighs

  • Control vs gamble: bottom clears have higher expected value but less control.
  • Preserve your setup vs trigger cascades: a chain may scramble special pieces you arranged.

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

Bejeweled 3
B

Bejeweled 3

P1

Gems fall and refill from the top after clears, with cascades feeding score multipliers and, in timed modes, time gains.

C

Candy Crush Saga

P2

Cascades advance goals without spending moves, and some levels change fall direction or add portals.

The difference worth noticing

Bejeweled 3 turns cascades mainly into score; Candy Crush values them for advancing move-limited goals.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Gravity CascadesMatching & merging+

Each clear leaves residue pieces that, once they fall to the bottom, are collected and recycled into special pieces for the next level.

Prototype this combo in Yoroll

→Follow the next idea

Matching & mergingNew

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
  1. 01Locate the cargo's column
  2. 02Clear pieces under it
  3. 03Cargo falls with gravity
  4. 04Reach the exit to collect
Candy Crush Saga · Homescapes
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

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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