Addictive as Soda Saga is, it does everything in its power to make sure you stay anchored to the same level for hours. But in Candy Crush Soda Saga, you see the word “Shuffling” a lot. Theoretically, shuffles should be rare, because a fair game should always provide players with at least a couple of possible moves. Put it this way: when a match-three level runs out of moves – that is to say, when there are no more possible matches that can be made on a board – the pieces shuffle. King’s follow-up, Candy Crush Soda Saga, finds more ways to keep the player glued to the screen – but it also finds more ways to hamstring them in hopes they’ll get frustrated enough to buy more moves when the counter hits zero. When a game series reaches mainstream relevance, it’s always interesting to see how the studio behind the game chooses to nurture its legacy in future games.Ĭandy Crush Saga from King built up infamy in two categories: Its fiendishly addictive gameplay, and its infuriating tendency to hobble the player by allowing only a certain number of moves with which to complete goals. Odds are blatantly stacked against you in hopes you'll spend money on more moves and power-ups.
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