Spielerando

Merge a group of matching pieces into one better piece on the square the player touched

In a merge puzzle the player drops a piece next to its twins and expects them to melt into one step up. The new piece appears in a random spot, a bigger group gives nothing extra, or a chain stops after the first merge. This entry decides where the result lands and keeps the chain going.

Why this works

The player's eye follows the piece they just touched. If the new piece appears right under the finger, cause and effect stay linked and the board feels fair. Looking again from that same square lets one move trigger the next, which is what makes chains feel earned.

When not to use it

Skip it where the player should choose which pieces join, such as a puzzle about pairing exact partners, or where merges must not chain by surprise. There, let the player trigger each merge by hand, one at a time.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 38 lines of example code with 6 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Merge a group of matching pieces into one better piece on the square the player touched" (read_entry puzzle-merge-group-upgrade) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP