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Royal Match level analysis

author:A dream

"Note: At present, only the first 200 levels are analyzed, and the level elements are only disassembled"

1. Obstacle design

Obstacle classification is classified according to two levels, and the first-level classification is classified according to the obstacle design in "Game Level Design", and the main purpose is to classify obstacles in a big way so that they can be better dismantled later;

The secondary classification borrows from the "Happy And Happy" obstacle classification "Game Help Explanation", rather than making a noun;

The first-level classification is convenient for categorization so that the class can be bypassed; the second-level classification can be more in-depth obstacle analysis;

01

First-level classification

classify definition description range
Road obstacles

Road obstacles are the most basic obstacles.

Definition: Most of the base obstacles (road barriers) only serve to slow down the player character's progression, not to completely stop the player. For example, the player must jump over a fence or railing. Simple road obstacles exist to add a little bit of player interaction in the level.

Road obstacles can also be done for a number of other tasks. For example, combat, slightly increases the fun and difficulty. For example, if the player opens a door, an enemy may be starting the player on the opposite side of the door. The player may decide to retreat to the door and close it to protect themselves. Obstruction Class, Ground Class, Cover Class, Collection Class, Collect + Other Class, Change Position Class, Change Direction Class, Block Class
Enemy obstacles

Enemies: Obstacles to attack.

Definition: Any combat element of a game has a certain kind of enemy. Enemies are characters, vehicles, or animals that inflict damage on the player.

1. Basic properties. Enemies are classified according to some numerical or attribute, size, movement style, attack mode. These classifications can construct different areas in the level.

2. How the enemy moves. Enemies move differently. Run, jump, fly or crawl.

Generates a barrier class
Trap obstacles

Traps: Obstacles to avoid.

Definition: A trap also deals a damage obstacle to the player, but unlike enemies, it is part of the scene. A trap can be a spike, and when the player is standing at a certain point or bridge, the ground will collapse due to too much weight and the spike will be exposed.

Warning the player: Traps have some sort of warning or clue to the player that their character may be in danger. If the player doesn't have any way to prevent his character from falling into a trap and getting injured, he will feel frustrated.

Traps can also increase the speed at which the player can move through levels. By accelerating the game, you can control the game flow and mobilize the player's excitement;

Puzzle obstacles

Puzzle: Obstacles that must be solved.

Definition: Puzzles are obstacles that need to be solved through mental effort. Allow players to experience Egyptian gratification with solving problems, not just by speed of reaction. In action games full of battles, puzzles like this allow players to temporarily free themselves from battle;

Most of the puzzles in the level design are based on locks and keys. Puzzle class, collect + other class

Obstacle Design Reference: Disassembling the Game Level Design - Challenging the Player 'Obstacles':

02

Secondary classification

Barrier category Case annex

Obstruction class

"Road Obstacles"

Obstacles that can be removed. Can be eliminated or skill eliminated; Wooden blocks, dragon eggs, plates, jars, stones, colored wooden blocks, golden pigs
Royal Match level analysis
Ground class Covering the surface, it takes (elimination, props) 1 or more times to lift the relevant obstacles; Lawn
Royal Match level analysis
Override the class By trapping an object or something, certain conditions are required to unravel (elimination, props) butter
Royal Match level analysis
Collect classes Collecting an object, the scope may be a specific obstacle, or a nut, or other other mobility obstacle, or even a collection of covering classes under the layout, such as the collection of things at the bottom of the match-3 Mailbox, birdie
Royal Match level analysis

Puzzle class

"Puzzle Obstacles"

A certain number of keys need to be collected to unlock the obstacle, which may be an obstacle of the covering class or an obstacle that produces the obstacle class; Curtain
Royal Match level analysis

Collect + Other Classes

"CombinationAl Barriers"

Requires the player to go through a conditional action once to collect and release an event and release other obstacles or positive items. For example, match-3 needs to eliminate a bottle, fill the bottle with things, and then release the things to be collected, or generate props out so that the player can better pass the level. The conditions of collection can be the number of eliminations, bubbles of the same color, and so on. The combined gameplay is more of a packaging of real things, giving players help or more troublesome obstacles. Wooden boxes, colored bottles, large grass, iron doors, ice strips, shells
Royal Match level analysis
"Enemy Obstacle" Birth disorders will produce more disorders (same disorders, other obstacles, or even random) depending on the condition (after each operation, N operations) The first 200 levels are not yet available
Change the position class Portals, conveyor belts, and even small turntables, flying, can make the position of the object element change, the area of change may be a grid, may also be a piece, or even the entire layout;
Change direction class Let the entire layout change direction. Loss of gravity, or the effect of reversing direction.
Block classes Similar to small horizontal and vertical stones, it can prevent small obstacles that are removed by blows

Royal match obstacle design, the early level is designed with "obstruction class, ground class, cover class, collection, combination obstacle" to design;

03

"Obstructive Obstacles"

Number of blows : starting from the original wood, from hitting 1 to remove obstacles, to hitting more than one blow to eliminate obstacles;

Elimination conditions: The later stage is to require the same color to eliminate, or only props can be eliminated, ordinary match can not be eliminated;

Barrier size: Barrier size spans from 1 cell to multiple cells;

Barrier distribution: 1 cell barrier, which is used as a basic impression barrier and distributed among all levels; the most used elements are "wood blocks" and "lawns";

"Combination": In the later period, the "wooden box, colored bottle, iron door, ice belt, shell" combination obstacle was based on a large block of obstacle type. So the whole is also fragmented piece by piece. Just bigger, stronger effect;

Expression: All are shown in terms of "destruction + sense of brokenness", whether it is a wooden block, a dragon egg, a plate, a jar, a stone, a golden pig and the final effect.

"T-1": Destructive desire, seeing things "crack + explode + shatter" has a feeling of coolness, there is a sense of pressure to be released;

Art style: revolves around themes related to royal life, expressed in "wood, ceramics, stones, gold coins";

04

"Ground Obstacles"

Number of strikes: from 1 layer cover to multiple layers (up to 3 layers);

Elimination difficulty: There is no need to have a vacant state in the middle to eliminate like dream homes, so the difficulty of elimination is reduced;

"Combination": large grass design;

Ground-like obstacles: Only the "lawn" element. Lawn is a necessary element of the royal family, so it has also become a basic element; (PS: Master Jin Yu first suggested that "lawn" and "butter cheese" are essential elements of the royal theme)

"T-1": Back to life, human behavior is the desire to cover something on the surface, tear it down and make it consistent, obsessive-compulsive disorder.

Art style: The ground class is a must appear in the match 3, candy, happy match is "ice cube", and Royal match and dream home are lawns, close to the royal family or life;

05

"Cover barriers"

Butter appears in whole pieces and gives the player a very strong visual effect; Royal match butter is rarely used in small pieces, which is worth learning;

It is also very cool to fight, that is, the butter falls, and you see what is inside;

Cover class obstacles: the performance here is "butter", which has been innovated in the theme, that is, things related to the royal family;

"T-1": This puzzle-like feeling is to know what is underneath, and there is also a ground-like obstacle feeling;

Fine Art Style: Butter, colors and subject matter are all related to the royal family;

06

"Collection Barriers"

"Letterbox": It is fixed in a certain position, and the player needs to find a way to get close to the elimination or item to work. So this design can be simple or very difficult, placed according to the map;

"Little Bird": The drop design, the core is to let the bird fall. So the difficulty is that the obstacles below can be placed hard enough;

"Mailbox" and "Bird". There is still a certain difference between the two gameplay, one is a fixed position, and the other is similar to rescue;

"T-1": Saving animals, this is easier to understand, human nature point. How many objects to collect, if this is hard to pull, is the goal of collecting, and the desire to collect, but more of a goal to achieve;

Art style: Letter is a frequent element in the royal family; the bird is not hard to relate to, and does not have much to do with the royal family.

07

"Puzzle Puzzles"

The condition for unraveling in the curtain is to achieve how many color blocks can be collected before it can be lifted; and it belongs to a large range. Let the player have a very clear short-term goal;

After unlocking, there is only one kind of obstacle in it, and I have been wondering why it can't be more than one, but Royal match only puts one obstacle, how to keep it clean. Still too clear;

Puzzle obstacles appear in the first 200 levels to 181 levels, requiring the player to meet certain conditions (get the key condition) to see what is inside, and there is a layer of obstacles inside after being solved;

"T-1": If the player does not see what the target is stated on it, there is actually a strong motivation to unravel and see what is inside.

08

"Collection + Combination Disorder"

Obstacle size: most of them are large blocks, taking up 4 spaces, long bars;

Obstacle removal: Hit multiple times, or color matching, and not complicated to open and close the way. But basically it is lifted by blowing more down;

Performance effect: This returns to the sense of brokenness, and the overall dynamic effect is consistent. Only the material was used "wood, ceramics, iron doors, lawns, ice cubes";

This definition is that the combination of obstacles will be easier to understand, that is, it must be acted multiple times to lift the condition;

Design Rules:

2. Obstacle plan design

Take a look at the new obstacles appear in the level table;

level The name of the barrier Category & Size analyse
wood 「1 Grid」

1. The wood in the 7th level is strengthened to hit the wood twice, but it is not guided, just let the player explore, and there is a distinction in visual performance;

2. Level 22 Wood once again strengthens the wooden box that needs to be hit more times;

3. Wood is the most basic element, versatile type;

9

1. Level 11 is strengthened into two strikes against turf obstacles;

2. The 12th level is strengthened to 3 strikes against obstacles;

13 gate

Collect + combine classes

「4 Grids」

1. Need to strike many times to open the door, after opening the door there is a plate inside, continue to fight;

2. This obstacle will no longer be reinforced, but a variety of combinations of other obstacles design;

21 mailbox 1. This design difficulty is where to put the mailbox and how much; the location determines whether it is good or not, and there is no extension to more and more difficult to play;
31 Dragon eggs 1. Basic gameplay, 1 blow;
41 Colored bottles

1. In fact, this can also be classified as an "obstacle class". So the classification is not done well;

2. The essence is to let you play different colors, the original as long as the elimination can solve the problem, plus the conditions need the same color to be lifted, and there is a quantitative limit, so it is divided into "collection + combination class";

51 jar

1. Basic gameplay, 2 hits;

2. From the perspective of difficulty, it is more and more difficult compared with the dragon egg, because an obstacle changes from 1 blow to 2 times, and the single dimension is not difficult, but from the perspective of quantity, the difficulty is more than X2;

61 stone

1. Can not be eliminated, need props to solve the problem;

2. This is from the skill to increase the difficulty;

71 Big grass 1. Multiple strikes, from obstruction class - > ground type obstacles;
81 1. New type, covering the basic operation area;
91 Large iron gate 1. Multiple strikes, the difficulty will be greater than the general "collection + combination"; 5 hits;
101 birdie 1. It is also a new way to play;
121 Colored wood 1. Hinder the gameplay, from the number of upgrades, to the skill upgrades (stones), to the color limit requirements; change another dimension to make the difficulty increase;
141 Ice strips "9 Grids" 1. Strike 9 times to disarm a line, which belongs to the "blocking class" gameplay;
161 Golden Pig 1.1 strike, only items can be eliminated;
181 curtain "Blockbuster" 1. Need the key to unlock, there are surprises waiting below after unlocking;
201 seashell 1. It takes 3 hits, and the difficulty is upgraded again;

We have 50 levels of rhythm to do splitting, the rules of the early levels and the back levels will be significantly different, the early stage to let the player experience more gameplay, and the late stage is 10, 20 close a new obstacle for the player to experience;

「1-51 Levels」

"Rhythm Split"

  • New Obstacle Level Layout: 61-->71-->81-->91-->101;
  • 10 levels of a new obstacle appears;
  • "Obstruction Class" - > "Collection + Combination Class" - > "Cover Class" - > "Collection + Combination Class" - > "Collection Class";

Material & Size Split

"Wood" "Wood" "1 Grid"

"Lawn", "Grass", "1 Grid"

「Gate + plate》《Wood +ceramic》「4 grid」

"Mailbox", "Paper", "1 grid"

"Dragon Egg", "Eggshell, Ceramics", "1 Grid"

"Colored bottle", "Glass, ceramics", "4 grids"

"Jar" "Ceramics" "1 Grid"

  • Obstacle material law: as far as possible to use different materials to make players feel different animation feedback;
  • Obstacle size law: "1-->1-->4-->1-->1-->4-->1"; 2 small obstacles, with a large obstacle placed in the back to do the design;
  • The layout of the new obstacle level is "5-->9-->13-->21-->31-->41-->51";
  • The rhythm is "4, 4, 8, 10, 10, 10", the new obstacles appear relatively tight in the early stage, and a new obstacle appears in 10 levels from 21 to 101 levels;

Type Splitting

  • "Obstruction" - > "Ground Class" - > "Collection + Combination Class" - > "Collection Class" - > "Obstruction Class" - > "Collection + Combination Class" - > "Obstruction Class";
  • The types are also as different as possible, so that the player experiences different obstacles;
  • The obstacles that appear in the early stage are the most basic obstacle types " wood block " and "lawn"; and these two basic obstacles are difficulty classification: "1-3 level" wood block and "1-3 level" lawn;

「51-101 Levels」

"Stone" "Stone" "1 Grid"

"Big Grass", "Grass", "4 Grids"

"Butter", "Cream", "1 grid"

"Big Iron Gate", "Iron", "4 Blocks"

"Bird" "Animal" "1 Grid"

  • Obstacle material law: This is more obvious, all different materials, but in the end, stone, cream, iron are all shown in a "broken" way;
  • Barrier size law: 1-->4--> 1-->4-->1. 1 small and 1 large are interspersed, so that players can feel different changes from the visual point of view. Of course the new barrier spans a little bit;
  • These levels are also distributed in different types of levels;

「101-201 Levels」

  • New Obstacle Level Layout: 121-->141-->161-->181-->201;
  • After 100 levels, a new obstacle appears in 20 levels, and the frequency of new obstacles as a whole decreases;

"Colored wood", "Wood", "1 grid"

"Ice Belt", "Ice Cube", "9 Blocks"

"Golden Pig", "Gold Coin + Ceramics", "1 Grid"

"Curtains", "Wooden Blocks", "X Grids"

"Shell", "Shell, Ceramics", "1 Grid"

  • Obstacle material law: Each new obstacle is basically different from the material and performance as much as possible;
  • Barrier size law: 1-->9--> 1-->X-->1.
  • Obstacles appear over 4 blocks, long bars or larger areas;
  • The distribution of obstacles is also alternating between 1 small and 1 large;
  • "Obstruction Class" - > "Collection + Combination Class" - > "Obstacle Class" - > "Puzzle Class" - > "Obstacle Class";
  • Obstructions will be a little more;

3. Distribution of barrier use

PS: barriers use distributions, appear in separate tables, avoid no focus, and only summarize the instructions here;

Level Barrier Distribution Table: Royal match level obstacle distribution

Top 200 Screenshots: Screenshots of the first 200 levels of Royal match;

「1-20」

Royal Match level analysis
  • Levels 1-5 are basic operation guides, as well as prop operation guides "horizontal elimination, bombs, small planes, rainbow balls" guidance;
  • The early obstacles are relatively compact3, 4, 7 and new obstacles appear;
  • The most basic obstacles, "Wood" and "Lawn", are both basic obstacles, these obstacles are practiced in 3-4 consecutive levels, and the difficulty increase in the later stages is "there are 1-3 levels of reinforcement, and the first obstacle is only strengthened to level 2"; the 3rd obstacle is also 3 reinforcements, then interrupted, and combined with other obstacles;
  • "Combinatorial Law":
    • Upgrade from the number, starting with 2 and going back to 3 different obstacles;
    • In order, it will start with "wooden blocks" at first, and then combine "lawn";
  • "Interruption Rules":
    • After the new obstacle appears, generally after 3 levels, it will cut back to the old obstacle, allowing players to experience different levels and avoid playing too many of the same obstacles and getting bored;
  • "20 Levels": The appearance of gold coins is a new obstacle;

「21-50」

Royal Match level analysis
  • After 21 levels, new obstacles will appear at intervals of 10 levels, and these 10 levels are generally designed around this obstacle;
  • After the new obstacles come out, the first 5 levels are intensive training, without interruption, and then the middle interrupts the "2-3" level, and then continues to strengthen;
  • "Occurrence":
    • The first 2 levels are a single obstacle appearing, and the level impression enhancement is done from the number of obstacles in the level;
  • "Combinational Disorder":
    • In terms of quantity, the early stage is a combination of 2 obstacles, and in the later stage, it is 3 kinds of obstacles, the first 50 levels, only 1 time 4 kinds of obstacles appear on one level;
    • In order, the first 39 levels, abide by the "wood", "lawn" and "gate"; after the 40 levels, the obstacles begin to be arbitrary, no longer obeying this law, but instead strengthening the first to go to the upper obstacle for combined play;
  • "Interrupt Mechanism":
    • The number of interrupts is 2-3 levels;
    • Interruption barrier layout is the reinforcement of the above obstacles, as well as the combination of basic obstacles (2-3);

「51-100」

Royal Match level analysis
  • A new obstacle is still strengthened 5 times, and the new obstacle is strengthened for the second time, no longer a single reinforcement, but a combination of other obstacles for reinforcement;
    • The default combination is to start with 2 obstacles and then to 3 obstacle combinations;
    • The type of obstacle no longer follows the order in which the obstacle appears, but from the distribution law, there will be a reinforcement barrier on the previous level;
    • The basic obstacles "wooden blocks" and "lawns" are the basic elements;
    • The same is 2-3 off interrupts;
    • Interruption reinforcement is still optimized to strengthen the previous level (N-1) obstacles, (N-2) obstacles and basic obstacles, because there are more obstacles, you can just strengthen a new and new;

「101-160 Levels」

Royal Match level analysis
  • A new obstacle is still strengthened 5 times, interrupted 2-3 times, strengthened 2 times, interrupted 2 times, strengthened 2 times, and a range is 20 levels; the main core is still based on the new obstacle;
    • The combination default is to start with 2 kinds of obstacles, and then to 3-4 kinds of obstacle combinations, more obstacles are 3 combinations, and the difficulty is increased;

4. Level design

Level design, we are still based on the "Game Level Design" basic level classification as the first level classification, based classification;

The secondary classification is the classification of the three-match level to divide, which is convenient for a more professional look at the design within the level;

Level Category 1

name Screenshots Royal match
Standard levels

Standard levels are the base levels in the game. If you're going to describe a game, you might describe some of the experiences in the standard levels. This experience is exactly what you can always experience in the game.

Standard levels are the main components that make up all levels in the game. Most games will have 90% of the standard levels, and the other 10% will be various other types of levels.

Royal Match level analysis
"Normal Level"
Royal Match level analysis
"Difficult Levels"
Royal Match level analysis
"Super Difficult"

The default is standard/normal level;

Difficult levels first appear in "Level 39";

The Super Difficult level first appeared in "Level 59"

Boss levels A game will have multiple bosses, and the last boss is called the final boss. This is usually the climax of the game. Players should never be discouraged at the end of the game, as the final boss level should be made special. Bosses are more challenging than other enemies, so the level planner designs the level around how bosses attack and how they are defeated.
Royal Match level analysis
  • Countdown levels;
  • Players can choose to skip and not play;
  • In fact, it has only appeared 2 times; "9 levels and 45 levels"
  • Strong sense of urgency;
Additional bonus levels

Unlike boss levels, where the player must complete levels in the game, bonus levels usually have little to do with the game as a whole, and players don't have to complete it to advance to the next level.

Bonus levels may appear throughout the game, or only at a certain point. Players can collect some cards and enter the bonus level. The game tells the player about the bonus levels in advance, which can motivate the player to explore all the levels in the game and work hard to find the relevant cards to unlock the reward levels.

Planners see rewards as an added reward for player effort.

Royal Match level analysis
  • Appears for the first time in the 20 levels, and appears once after the interval of 20 levels;
  • Mainly to make the player cool;

Details: Disassemble Game Level Design - Level Design: Game Level Design - Level Type

Level Category II

This reference is the sharing article of the person in charge of the "Happy Match" level: The previous "Happy Match" level master: How to design the TOP level game level? - Game Grapes (youxiputao.com)

Mainly categorized by level gameplay;

Indirect design Usually, the player can't solve the problem in one area and needs to help solve the problem by doing certain actions in other areas (such as compositing effects). As shown in the following level (Angry Birds Blast level 49), the two areas in the upper left corner and the lower right corner cannot be opened, and only the rocket effect can be synthesized in the middle part to unlock these two areas and complete the level.
Royal Match level analysis

Most of the royal levels, many of which are designed, are designed to be possible by breaking through an area in order to go down to solve more obstacles;

So this one will not be taken out separately and analyzed;

Transfer design Simply put, it is to use the teleportation port and conveyor belt to control the position of the element, and the eye elimination will be much better than the blind elimination, which is the most used in the drop level. In the level shown below (level 71), the first row on the left side can only accept the last row of elements on the right side because of the rope and the portal, which can form a pull on the falling element, that is, the right side cannot open the situation by eliminating the bottom row on the left side to change the terrain on the right side to speed up the fall of the pod
Royal Match level analysis
The first 200 levels have no teleportation design levels;
Invert the design Inverted design requires a deep understanding of the elements to be used well, usually negatively for positive elements or positive for negative elements. As shown in the following figure level (happy and happy level 284), the flap in the past time, the average player will be unhappy, but this level of the flap has unlimited drops of silver coins, whenever the flap is turned over, it is the best time to use the straight line special effect to fight the snow monster, here the use of the flap to achieve a reversal. When we were redoing the Snow Monster level, this level was very puzzle, but because there was too wonderful reverse design, we finally chose to stay in this level to create a different experience for players.
Royal Match level analysis
The first 200 levels are designed without reversals;
Integral - partial design Holistic-local design is a relatively rare design, and players need to pay attention to a very special part, but they must pay attention to the overall situation to have the greatest benefit. In the Angry Birds Blast level 110 below, the player needs to first open the large map, then the crafting effect opens the upper left area, and finally completes the collection of drops in this area. If there is a candy chocolate machine in the upper right corner, it can better emphasize the overall and local connection.
Royal Match level analysis
  • 26 levels begin to appear as a whole;
  • Appears in the "38, 49, 58, 73, 86, 109, 119, 127, 139, 140, 149, 153, 157, 160, 165, 173, 175, 176, 178, 185, 187, 188, 189, 195, 197, 198, 199, 200" levels;
  • The frequency of occurrence is that the more the whole-local level is further back;
Barrier coupling Barrier coupling is the creation of a very special scene through the characteristic connection between barriers, and the special relationship between them is extended. Here's the level (Happy Fun), which is probably one of my favorite levels to do with Fun - the order in which the level is solved is: The egg can produce a yellow chicken ➡ to occupy the upper left and right middle position (as shown in the picture) ➡ Open the map ➡ to charge ➡ the dyed baby Using the dye baby and the yellow chicken swap to turn all the yellow chickens into red/blue/green, and synthesize 3 5 consecutive effects ➡ to break all the ice cubes.
Royal Match level analysis
181 curtain barrier is considered a coupling relationship;
Royal Match level analysis
Complex logic Complex logic can be understood as the use of a variety of means, a level of very complex splitting, some steps to strictly follow the solution of the idea, otherwise you have to use a lot of steps to hard pass, the above coupling example can also be seen as complex logic. There are many such levels, as shown below (happy and happy level 311), this level is not necessarily fun, but it clearly represents the words complex logic, here do not expand, interested students can experience it on their own.
Royal Match level analysis

5. Levels are difficult to distribute

"Normal Level/Standard Level" is not necessarily simple, difficult levels are basically more difficult, and the number of super difficult levels will generally exceed 5 times;

At present, this piece has not really been counted, start the card point; first summarize from the difficult and super difficult level allocation;

Difficult levels

Starting from level 39, 45, 49 will appear, and every time you encounter X5 in the future, it will be a difficult level, 55, 65, 75;

Number of obstacles: 3-4 or more, basically a combination of 3 quantitative obstacles;

Obstacle type: Difficult levels will be combined with the latest levels for players to experience; when a new obstacle is broken through 20 levels, N-1 obstacles will generally participate in the combination;

Number of passes: to be counted, about 5 times or more;

Super difficult levels

First appears in level 59; later on X9, super difficult levels appear;

Number of obstacles: the same 3-4 kinds of obstacles;

Types of obstacles: combining other obstacles with new obstacles;

Number of passes: to be counted;

6. Rhythm sense analysis

Sense of rhythm, we share the text from the person in charge of the "Happy Match" level: The previous "Happy Pass" level master: How to design the TOP level game level? - Game Grapes (youxiputao.com)

as well as a personal summary of the "sense of rhythm" game design - sense of rhythm

We use the level experience process to disassemble the Roayl match level experience: "Initial Rhythm Experience", "Process Rhythm Experience" and "End Rhythm Experience", combined with the analysis of level difficulty and so on;

Initial rhythm experience

"First Impressions"

Screenshot of the first 200 levels of Royal match

https://i0mw7cc83w.feishu.cn/sheets/shtcnePVD5kRNaoDlLsUDS4SzG5?from=from_copylink

Royal Match level analysis

「Level Layout」

The number of obstacles is 3, and the obstacles will appear in pieces, so that the player's first impression has a reinforcing effect on the obstacles, that is, each level has a major obstacle element;

The size of the obstacle is staggered, there are large obstacles, generally about 4, symmetrical or have a certain degree of aesthetics, there will also be 6, 9 large block obstacles;

A bunch of obstacles are piled up, and there are few operable areas, which will make the player feel the first impression of the level layout, which will be difficult, or the operation area is limited, but it actually looks difficult, but the operation is not difficult;

After the operation, the operable area is getting larger and larger, that is, to experience the cool feeling of "pushing map destruction";

"Level Items":

The initial prop of the level, by default, is to give the player a certain bonus effect through the "streak mechanism", but the level card is the default to make the player feel very cool.

Royal Match level analysis

"Distribution Law":

The "Gold Level" basically starts to make you feel good, and it will also make the item generation less difficult;

The frequency of occurrence in the standard level is "28, 70,74,161,180", and in all gold level; this is not much, but a little more in the gold level;

Process rhythm experience

This we divide by eliminating the rhythm, generating props + advancing the map (removing obstacles) to divide;

"Spawn Items":

  • Simple elimination (match 3);
  • Spawn items (horizontal kills, small planes, bombs, rainbow balls);
  • Combine props to measure the coolness, which can be used to assign a weight to the props;

"Advance Map" (Removing Obstacles):

  • How many times will remove how many obstacles to the rhythm;

Combined with the difficulty of the level: ordinary levels (also divided into difficult situations), difficult levels, super difficult levels, in the experience process, how long will it take to make the color of the dropped block produce props, there is a psychological curve process, so that the player can experience a different sense of feedback;

At present, this piece still lacks relevant statistics, that is, how many steps and how long to give what kind of props. You can dig deeper later;

Overall, the summary is that the frequency of props is still relatively large, which will make players feel that there are many props, but they may not be able to pass, but they will not feel a relatively big frustration, and the process experience is cool.

Ending rhythm experience

The end means whether the player pays, according to the player's last step, as well as the completion of the goal, combined into a high-level obstacle, and there may be a need to use the props, so that the player feels that it is a pity not to pay,

  • Some of the items generated in the last 5 steps are misaligned (a rainbow ball with a horizontal or small plane next to it) that requires a hammer to hit.
  • For example, the last remaining lawn has not been eliminated, and it needs to be solved by horizontal or vertical consumption of paid props;
  • For example, the last goal remains, and 5 more steps need to be added to solve the problem.

This is based on the difficulty of the level, royal match will make the player feel very dangerous, or feel a little bit of a pity.

7. Conclusion

To sum up, it is to disassemble the levels from "obstacle design", "level design" and "rhythm analysis".

Of course, there are also "item design" and "inter-level progress" that are not involved. Just share it.

What is the use of being able to dismantle it, and there are still ten thousand miles to do a good job. "Unity of knowledge and action" is always the hardest.

The road is long and its repair is far away, and I will go up and down and explore.

(PS: This is the content of the original team to do case analysis, anyway, the team also broke up, just share it with everyone)

knot.

(Ada 2021.11.17)

Royal Match level analysis

Su Yida In everything, existence is reasonable, and reasonable is truth. 109 original pieces of content - >

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