图片
Don't retreat in a hurry yet, I thought about it for a while. Although this game is essentially about candy elimination, the core gameplay can actually be split into three "genres", corresponding to different prop dependencies and level strategies. You can think of them as three roles: the "combo party" who plays steadily, the "special effects flow" who outputs explosive power, and the "prop tycoon" who earns krypton gold or accumulates resources.
Let's talk about the “combination party” first. This genre relies on the stable triggering of basic match-3 games, pursuing every step to create new eliminations and keep the combo uninterrupted. The advantage is that the fault tolerance rate is high, there is no need to deliberately make up the graphics, and it is suitable for civilian players to stay. But the disadvantage is the later levels. For example, after passing the 3-character level, after the obstacle thickness increases, you will find that some pits cannot be filled by just relying on basic combos, and the progress is suddenly stuck. It's like using a knife to scrape a large shield. It can be scraped, but slowly.
Let's talk about “special effects flow”. This is the direction I recommend most for civilians to start researching. The core idea of ​​​​this genre is to synthesize various special candies-stripes, wrappers, and colors using the least number of steps. In this game, the damage caused by superimposing special effects increases multiplicatively, which is no worse than Legend. For example, the combination of packaging and stripes can blow up nearly half of the screen of jelly when the two vertical stripes overlap, which is 30% more efficient than a single blast. I have actually measured that before the fifth level, the time it takes to clear a match-3 triggering special effects can be shortened by about 20% on average. The disadvantage is that when you are unlucky, you won't be able to come up with anything special on the scene. It depends on your ability to shuffle the cards and fine-tune the props.
Finally, there is the "prop flow". Literally speaking, just start with Skittles and a hammer, and use resources to smash it over. This genre doesn't talk about painting style, it talks about "stability". But to be fair, the charging model is 0, and the props are all given by the star coins and activities saved in daily life, so this thing is a consumable and can only be used as a key player. If you become a rich man in every level, you will go bankrupt in the mid-term. Later, you will have to spend a lot of time completing the previous levels to replenish your inventory, and the rhythm will be directly interrupted. So my conclusion is - if you want to pass the level efficiently, the special effects flow has the highest level of practice, but shaping requires you to understand the synthesis mechanism; and if you pursue a stable fault tolerance rate, the combo flow is still the core foundation.
By the way, the "Crystal Hard Candy" and "Fantasy Candy" scenes in this game are indeed designed to be differentiated. The layout of some levels at the beginning is biased toward a certain genre. For example, high-obstacle levels obviously leave room for the flow of props.
So don't ask which profession is the strongest, just ask "play the chess pieces according to the level". You want to ask me about my personal preferences? I mainly follow the special effects stream, and use props as insurance. But if you really want me to do it all the way to the 100th level by just relying on combos, I won't be able to do it, or I'll waste my hair.
Finally, to sum up: 0 yuan party selection combo flow guarantees a minimum. If you have the conditions for micro krypton or a special effects flow with enough time and resources, if you encounter a tough nut that you really can't overcome, you can use the prop flow to break through that level. This game is indeed like Candy Crush, but the details are polished to have its own ideas. Okay, that's it for the guide. If you are dissatisfied with the comparison of data, please comment in the comments section.