Clear matched tiles only after they have landed, not while still falling
In a match puzzle the board is decided the instant tiles drop, but the picture needs time. Start the next clearing too early and pieces vanish in mid-air; too late and the game feels sleepy. Here is how to know the exact moment the picture has caught up with the board.
Why this works
The eye needs to see cause before effect. A match that vanishes while its pieces are still in the air breaks that order and feels like a cheat, so each group waits for its own pieces to land and rest a beat, while others carry on.
When not to use it
Do not use it in fast, arcade-style puzzles where speed is the thrill and players want instant clears, or on small phones where the extra wait feels slow. Clear at once and use a short flash for feedback.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 31 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Clear matched tiles only after they have landed, not while still falling" (read_entry puzzle-wait-for-falling-tiles-before-clearing) 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