It’s a very chill merge game, with a limited board size that means there needs to be some level of strategy applied to placement.
Very pretty design and graphics.
The gameplay is limited by # of turns and you’re always able to replenish by watching ads. There are no intrusive ads that auto play which is a very thoughtful way to balance a free game with ad revenue.
The levels are interesting with a mix of water, elevation, expanding, etc. but there are still fairly limited. Water presents a permanent block and elevation essentially creates two smaller mini playing fields between high and low elevations.
There is some room for improvement and some things I’d like to see though. Nothing makes the game unplayable by any means, but it certainly makes certain levels less enjoyable.
1. The exponential pricing for the “market” is just too much. The increasing cost is reasonable, but the balance between earning vs cost increases are too much. This is especially annoying when the board starts with pieces present so some swaps are a result of randomization and not player decisions.
2. The bulldozer/swap purchase screen is too many clicks away. Maybe if those are at zero, it should just pop up asking if you want to purchase those upgrades. Or just have them on the same screen as the item purchases, just separated by a section bar or something. Especially since the price varies, it would be good to check if it’s with it, without having so much delay in gameplay.
3. There would be more larger levels, maybe up to a 10x10. The small boards are fun for quick games, but if you’re trying to do a long haul game, it becomes difficult with limited space. I’d love to see a 6 or 7 tile board with expanding sides up to 10.
4. The balance between what items come up vs score/board get a little unbalanced later on. It’s a lot more bushes and rocks than anything else but when you’re limited in the board, it becomes near impossible to build up to the higher buildings with the limited space/cost of swaps.