18 people found this review helpful
2
Recommended
0.0 hrs last two weeks / 60.4 hrs on record (29.1 hrs at review time)
Posted: May 1, 2023 @ 5:33am
Updated: Feb 29 @ 6:52pm
Product received for free

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2024 edit: paid dlc at the end of 2023 (750 levels, 20+ mechanics), plus more features patched in.

core-blast is an excellent cluster/pop match-3, whatever the variant is called where you click connected tiles ('cores' here) of the same color and they all disappear. it's technically match-2, as that many cores already count.

500(!) levels (and another 750 as dlc) unlocked one by one, different time and/or move limit for each. there's also a 3-emblem rating based on... something. score, remaining moves, who knows? it's easy to find levels that need more attention by using the neat filter by emblem rating feature. mandatory limits might be a turn-off for some, me included, but not necessarily a dealbreaker. still, more options are always better, so a free mode toggle got patched in quickly. only gives 1 emblem but unlocks the next level even after a fail that's possible in this mode with a few late-game mechanics. emblems aren't used for anything anyway and the timer and the move counter are still visible but count upwards. there's level skip in non-free mode as well, costs a key there.

goals mostly involve matching a certain number of colors, removing special blocks and bringing stuff to the bottom. typical match-3 stuff, but a good amount and variety of mechanics, including things I've not seen elsewhere. there's an indestructable block, recharges after a turn, can be used again to fulfill the goal. the energy core case takes 15 hits to 'empty', but if it falls to the bottom, problem solved. they even managed to make the falling box feel like popping bubble wrap, really satisfying. the surprise box, as nasty as it can be, is fun too.

the most annoying thing in any m3 is spreading nonsense, or so I thought. any move that doesn't remove a frozen tile makes one appear next to another frozen one. the switch is another frustration, gotta do 2 consecutive matches next to it. the explosive core fails the level if it isn't removed before it reaches zero. and on par with that, the magnetic stone, push it to its barely visible nest. and imagine when more of these are combined on a level, some of the final 100-odd stages were pretty bad.

controls are mouse-based, left click for everything, right click cancels the selected power-up. non-rebindable hotkeys to bring up the pause menu and browse and activate boosters. new mechanics are explained before certain levels and can be revisited, both in the handy booster guide providing details and combinations, available anytime, and all tutorial levels are also collected in a separate tab on level select (so it's still 1250 total, not 1300).

'booster impacts', commonly known as boosters or power-ups, are created from clusters of 5-7-9 and their combinations, and here's another 'should be in every game' thing: big enough clusters change their icon to the booster they'll create if you click them, no need to count. triggering a booster counts as a move. not always the case in match-3s and with strict move limits here it's important to point out. quickly removing clusters creates combos for more points. can't match while animations are playing, would be the weakest point of the game, but the combo timer stops, indicated by a changed cursor.

filling a bar in the top left (not to be confused with the one above the level that shows emblem progress) grants 'mines' (weird name for a currency) and rarely keys (the other currency). bar progress is cumulative, not per level. mines pay for boosters in the shop, keys open chests that contain boosters as well. the shop is very mobiley with all the timers, but only uses in-game currency. there are limited-time tasks for more mines/keys, chests to open every few hours without a key, and limited-time deals on assorted booster packs. not a fan, but depending on your patience and/or skill, it's easily ignorable, just buy what you need and grab some free stuff occasionally. you won't be swimming in cash anyway, but every booster except mixer (shuffle) and breaker (removes 1 tile) can be created and those two barely cost anything.

challenges with online leaderboards and local stats are also available, score as many points as you can. there's move (50 moves), time (60 seconds), resistance (30 moves and 30 seconds), one chance (the board doesn't refill), and a bunch of others, some relying more on shapes than colors. free is customizable endless/zen mode basically, just quit when you get bored, no leaderboard. beating 'legends' on the leaderboard gives extra currency, pretty cool, and you get more time/moves in resistance mode by reaching the current goal. you can also play these modes without boosters or only without combinable boosters.

as another bonus, there are collectible leaves. they randomly fall while playing, click to grab. they can fall over the board, annoying at best and can cost a move at worst. luckily, there's a toggle for it, but there are also related achievements, best to farm them in endless mode. your current collection can be checked by clicking the '!' next to the achievements button.

backgrounds are beautiful and the ui can be hidden on every screen. level graphics are good enough, but the color editor is offered as free dlc for some reason, unlocks a new icon in the settings menu. suggested the devs to make it available by default but doesn't look like it's happening. I'd recommend tweaking red and orange, they look too much alike, but one of the presets did the trick without any effort. music is pleasant, only 3 looping tracks, but you can add custom wav or mp3 files to the rotation and even decide if you wanna loop or randomize songs, or just play them in order. nice.

settings are great and available while playing a level. separate volumes, music selection, languages, resolutions, windowed mode, customizable move and time warnings (play a sound x seconds/turns before the end), customizable hint toggle (off or show a valid move after 5-30 seconds), toggle for score and achievement pop-ups and fps display. there's also an in-game achievements list (there are more than on steam). the loud and unskippable company logo on startup was replaced with a much softer and skippable one.

the game is a bit peculiar, mostly due to the translation and terminology (some of it got adjusted), but it's also not the same generic fantasy match-3 seen 235 million times. there are a few great features not seen elsewhere and now I want them everywhere, huge amount of content for a more than reasonable price, and the developer is quick to fix issues and add more settings and quality of life.

rng and some frustrating mechanics aside, it's an absolute blast and a no-brainer recommendation, one of the best in the genre. I wanted to stop around level 50 at first, but kept playing just one more level until they were all gone... the base game took a considerable amount of time even in free mode (20+ hours), and I was still contemplating doing some of the stages with limits intact, but there are so many other games to play. still went back to do the dlc, which adds at least 30 hours. again, I did most of it without limits and skipped a few stages with frustrating mechanics.
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