Tile Match Candy
Every board is a pile of candy tiles stacked in layers. Tapping a tile lifts it off the pile and into the tray along the bottom of the screen; collect three of the same candy and they clear together with a burst. The catch is the tray itself — it holds seven tiles and nothing more, so every tap you make without completing a set brings the run closer to over.
Because the tiles are stacked, most of the board starts covered. A covered tile is shaded and untappable until whatever sits on top of it is gone, which turns each board into a question of order: dig toward the pairs you can finish, and try not to spend tray slots on candies whose partners are buried three layers down.
The star bar at the top drains on a clock. All three stars are lit when a level begins and they fall away as the seconds pass, so a level cleared quickly is worth more than the same level solved slowly. It never blocks you — the board plays out either way — but it is what turns a solved level into a well-solved one.
How to play Tile Match Candy
Tap tiles into the tray, match three of a kind, and never let the seven slots fill up.
- Tap any bright candy tile to move it into the tray at the bottom.
- Three matching candies in the tray clear automatically and free their slots.
- Shaded tiles are covered by the layer above and cannot be tapped — clear what sits on top first.
- Watch the tray: seven filled slots with no match ends the run.
- Use undo to pull the last tile back out, hint to point at a useful tap, and shuffle to reroll the candies still on the board.
- Clear every tile on the board to win the level; the faster you do it, the more stars you keep.
Tips and strategy
- Read the tray before the board. Any candy sitting alone in a slot is a slot you are not getting back until you find its two partners.
- Prefer taps that finish a set over taps that start one — a completed match frees three slots at once.
- Clear the top layer over a crowded area early. Uncovering choices is worth more than banking a single tile.
- Save shuffle for a genuine dead end rather than an awkward-looking board; it rerolls candy types, not the stack.
- Undo is the cheapest way out of a mis-tap, so use it the moment you realise the tile was wrong instead of playing on.
Features
- 1000 hand-authored levels
- Seven-slot tray with instant three-of-a-kind clears
- Layered boards where covered tiles must be uncovered before they can be played
- Three boosters — undo, hint and shuffle — that carry over between levels
- A draining three-star bar per level, with your best rating remembered
- Rewarded revive and booster top-ups in the ArcadePop app
- Progress saved in the browser; plays offline once loaded, by touch or mouse
Frequently asked questions
How do I lose?
The tray holds seven tiles. If all seven are full and none of them make a set of three, the run ends. Nothing else can end a level early — there is no timer that kills you.
Why can't I tap some tiles?
Shaded tiles are covered by a tile in the layer above. Clear whatever sits on top and the tile below becomes tappable.
What does the bar at the top do?
It is your star rating and it drains on a clock, so a fast clear keeps three stars and a slow one keeps fewer. It never blocks you from finishing the board.
Do boosters run out?
Yes — undo, hint and shuffle are a wallet that carries across levels, so charges you spend stay spent. In the ArcadePop app you can top them back up by watching a video.
Can every board be solved?
Candy types are scattered at random over the stack, so a board can genuinely dead-end. That is what undo, hint and shuffle are for.
Will I lose my progress if I close the tab?
No. Your level, stars and booster balance live in your browser's local storage. Clearing site data for this page is what resets them.