
Classic game in the popular "three in a row" genre.
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[b][quote][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/quote][/b] Candy Mandy is a Unity Asset flip, what Valve calls a "fake game". The "developer", EasyGames/DIG Games, took the [url=https://assetstore.unity.com/packages/templates/systems/match-3-jelly-garden-kit-43260]Match 3 Jelly Garden Kit[/url] Unity Store game assets from the real developers, Candy Smith, changed the name, and dumped the result onto Steam. They're attempting to scam people into buying this, so they can get your money for someone else's work. EasyGames/DIG Games has shown a repeat pattern of unethically dumping other people's work onto Steam as a cheap, nasty cash grab. Here's some examples so you can see for yourself: [list] [*] "[url=https://store.steampowered.com/app/682910]No Lights[/url]" = [url=https://assetstore.unity.com/packages/templates/tutorials/cave-exploration-starter-kit-37158]Cave Exploration Starter Kit[/url] developed by Robert "That Games Guy" Wells [*] "[url=https://store.steampowered.com/app/710780]Sky Jump[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/sky-jump-66321]Sky Jump Pack[/url] developed by SgLib Games [*] "[url=https://store.steampowered.com/app/806140]Achievements Printer[/url]" = [url=https://assetstore.unity.com/packages/templates/basketball-complete-game-template-68973]Basketball - Complete Game Template[/url] developed by ADDPGAMES [*] "[url=https://store.steampowered.com/app/809320]Silent Tweets[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/white-peas-61645]White Peas[/url] developed by EVGames [*] "[url=https://store.steampowered.com/app/745740]Reflex[/url]" = [url=https://nullpress.net/free-download-bounce-mobile-game-unity-project-included/]Bounce Mobile Game Unity Project[/url] developed by GhandiGames [*] "[url=https://store.steampowered.com/app/932940]Archery[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/archery-physics-kit-120232]Archery Physics Kit[/url] developed by HitCode [*] "[url=https://store.steampowered.com/app/661000]Flow The Sliding[/url]" = [url=https://www.youtube.com/watch?v=0kR3DsTeb1c]Borderline - Complete Game Template[/url] developed by Aakarshak [*] "[url=https://store.steampowered.com/app/1072270]Run dog ruuuun for your life[/url]" = [url=https://assetstore.unity.com/packages/templates/2d-endless-runner-game-kit-27256]2D Endless Runner Game Kit[/url] developed by SG Studio [*] "[url=https://store.steampowered.com/app/906920]Political Puzzle[/url]" = [url=https://assetstore.unity.com/packages/templates/slide-puzzle-game-kit-74367]Slide Puzzle Game Kit[/url] developed by Eikester [*] "[url=https://store.steampowered.com/app/776960]Mouse (Sneaking)[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/cheesy-run-cartoon-runner-game-55956]Cheesy Run - Cartoon Runner Game[/url] developed by Digi Smile Limited [*] "[url=https://store.steampowered.com/app/828960]Blonde Driver[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/car-parking-kit-2-2-71914]Car Parking Kit[/url] developed by ALIyerEdon [*] "[url=https://store.steampowered.com/app/922140]Oh, you touch my balls ( ͡° ͜ʖ ͡°)[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/brain-physic-ball-129876]Brain Physic Ball[/url] developed by Fox Games [*] "[url=https://store.steampowered.com/app/932941]Archery[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/archery-physics-kit-120233]Archery Physics Kit[/url] developed by HitCode [*] "[url=https://store.steampowered.com/app/1006270]oldbl tyt[/url]" = [url=https://www.youtube.com/watch?v=JVpIxz1z45k]How to Make 2048 in Unity[/url] developed by Info Gamer [/list] Because this is an almost exact 1:1 copy + paste of the original Unity asset, it's in violation of the [url=https://unity.com/legal/as-terms]Unity Asset Store Terms of Service and EULA[/url]. Specifically, Section 2, Subsection 2.2.1a: [quote][i]Subject to the restrictions set forth in this EULA, Licensor hereby grants to the END-USER a non-exclusive, non-transferable, worldwide, and perpetual license to the Asset solely:(a) to incorporate the Asset, [b]together with substantial, original content not obtained through the Unity Asset Store[/b], into an electronic application or digital media that has a purpose, features, and functions beyond the display, performance, distribution, or use of Assets ("Licensed Product") as an embedded component of that Licensed Product, [b]such that the Asset does not comprise a substantial portion of the Licensed Product[/b][/i][/quote] Because the developer misused the asset pack such that it comprises the vast majority of this "game", the developer has unethically and deliberately breached the license agreement. Worse, this intellectual property violation was done in an attempt to profit from their illicit actions. Why is this permitted on Steam? The products that result from asset flips aren't "real" games. They lack depth and content, because they're just simplistic copies of demos or tutorials. In this case, "Match 3 Jelly Garden Kit" is just a basic asset pack with a complete Match-3 game for mobile phones, and doesn't have any merit as a proper, fully fledged PC game. It's just a minimum viable product, just enough to get through the non-existent quality control on Steam Direct. Not a real game. Asset flips don't involve any professional game development. Sure, sometimes they may change a few cosmetic things, swap out different assets etc, but at heart it's functionally identical to the asset they're ripping off. Asset flips like this are harmful to the gaming industry and to Steam because they reduce the visibility that sincerely made indie games should have, and make it harder for gamers to find real games from genuine developers. Don't reward this morally bankrupt, unethical behaviour from EasyGames/DIG Games.You can always judge a game by how popular it is with the general public. Steam has over 130 million unique gamers, and over 40 million unique logons every day from dedicated PC gamers. But this only ever had a peak player count of a dozen or so people... that's very poor public reception. Gamers rejected this, most likely due to the reasons I supply in this review. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
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My Name is Andy and i Crush Candy with Mandy
Candy Mandy is a colorful arcade-style indie game that focuses on quick reflexes, simple controls, and repetitive score-chasing gameplay wrapped inside a cheerful candy-themed presentation. Developed and published by DIG Games, the title feels heavily inspired by older arcade experiences where the primary goal was not deep storytelling or complicated progression systems, but rather surviving increasingly difficult challenges while constantly trying to improve personal performance. The game embraces an intentionally lightweight design philosophy that prioritizes accessibility and immediate gameplay over complexity, creating an experience that works best in short bursts rather than extended marathon sessions. While Candy Mandy struggles with limited depth and repetitive mechanics, it still manages to provide a mildly entertaining arcade distraction thanks to its bright visuals, approachable gameplay loop, and simple pick-up-and-play structure. From the moment the game begins, it becomes obvious that Candy Mandy is designed around simplicity. Players are thrown directly into colorful environments filled with candy-inspired hazards, collectibles, and arcade-style obstacles that require constant movement and fast reactions. There are no long tutorials, complicated menus, or elaborate story sequences interrupting the action. Instead, the game immediately pushes players toward survival, score progression, and improving reflexes through repeated attempts. This straightforward structure gives the experience a classic arcade identity that feels refreshingly uncomplicated in an era where many games bury simple gameplay beneath layers of systems and mechanics. One of the game’s stronger qualities is how accessible it feels. The controls are extremely easy to understand, making the gameplay approachable for almost anyone regardless of experience level. Players quickly learn the movement systems and can immediately focus on reacting to obstacles and improving performance. The game succeeds at creating the familiar arcade sensation where failure feels temporary and restarting another run happens almost instinctively. That “one more try” mentality becomes one of Candy Mandy’s most effective hooks because the gameplay sessions are short, fast, and easy to jump back into after mistakes. The gameplay loop revolves around escalating difficulty and survival pressure. Early sections begin relatively slowly, allowing players to comfortably understand movement and obstacle patterns before the game gradually increases speed and complexity. As progression continues, hazards appear more frequently and require increasingly precise reactions to avoid failure. This escalation helps maintain tension because players constantly feel challenged to survive slightly longer and improve their previous scores. Although the mechanics themselves remain fairly basic throughout the experience, the growing intensity still creates satisfying arcade momentum during longer runs. Visually, Candy Mandy adopts a bright and cartoonish aesthetic built almost entirely around colorful candy-themed environments and exaggerated arcade effects. The game’s cheerful presentation helps give it personality despite the simplistic gameplay structure. Bright colors, glowing effects, and playful animations create an energetic atmosphere that keeps the experience visually lively even when the gameplay becomes repetitive. The graphics themselves are technically modest, but the game understands that arcade-style readability matters more than realism. Obstacles remain easy to identify quickly, which is important during faster sections where reaction time becomes critical. The sound design complements the arcade atmosphere reasonably well. Background music remains upbeat and energetic throughout most sessions, while sound effects provide constant feedback during movement, item collection, and obstacle interactions. Like many small arcade-focused projects, the audio exists primarily to maintain pacing and reinforce the fast gameplay rhythm rather than create emotional atmosphere or cinematic immersion. The soundtrack is not especially memorable, but it serves its purpose effectively enough during shorter play sessions. Another positive aspect is the game’s honesty about its scope. Candy Mandy never pretends to be a massive platforming adventure or a highly ambitious action game. It fully commits to being a small arcade experience built around replayability and reflex-driven gameplay. That focused approach gives the project a certain charm because it avoids unnecessary distractions and remains concentrated on delivering simple arcade entertainment. The lightweight structure also makes it well-suited for casual gaming sessions where players want quick gameplay without major time investment. However, despite its accessibility and colorful style, Candy Mandy also suffers from several major limitations that prevent it from becoming especially memorable. The biggest problem is the lack of gameplay depth. While the core mechanics function competently, the game introduces very few meaningful gameplay changes or evolving systems as progression continues. Most of the experience revolves around repeating the same basic actions while the speed and difficulty slowly increase. Compared to stronger arcade games that constantly introduce new mechanics, environments, or gameplay twists, Candy Mandy feels extremely limited after extended sessions. Variety is another weakness. Although the candy-themed presentation initially feels charming, the environments and obstacle patterns begin blending together relatively quickly. There are not enough dramatic gameplay changes or visual shifts to keep the experience feeling fresh over long periods. The repetitive structure becomes increasingly noticeable once players fully understand the game’s mechanics and progression systems. The production values are also fairly low overall. Animations, effects, menus, and environmental details all reflect the project’s very small indie scale. The game occasionally feels closer to a simple mobile arcade release than a fully polished PC experience. While simplicity itself is not necessarily negative, some aspects of the presentation feel underdeveloped and lacking refinement. Replayability depends heavily on personal enjoyment of score-chasing gameplay. Players who genuinely enjoy repeating arcade challenges in pursuit of better scores and longer survival times may find the game more addictive than those looking for progression systems or substantial content variety. Once players have mastered the core mechanics, there are relatively few surprises remaining beyond higher speeds and more difficult obstacle patterns. Even with these shortcomings, Candy Mandy still succeeds as a simple arcade distraction because it understands the appeal of immediate gameplay and fast reflex challenges. The game never overcomplicates itself and remains committed to delivering straightforward entertainment built around repetition and gradual improvement. It may lack the depth and creativity necessary to become a standout arcade title, but the accessible controls and colorful presentation still make it mildly enjoyable for short casual sessions. For players who enjoy lightweight arcade games, simple reflex-based challenges, and quick score-focused gameplay, Candy Mandy offers a cheerful and approachable indie experience filled with colorful visuals and repetitive but functional arcade action. Its lack of depth, limited variety, and modest production values prevent it from standing out strongly within the genre, but the game’s simplicity and accessibility still make it a decent choice for brief sessions focused purely on casual arcade fun. Rating: 6/10
Level 24 at the end, make loop from falling bonbons. I quit, after 10 minutes.
评分:3/5 评测:糖果风格的三消游戏,画面非常简约可爱,有4个大关,手感还不错,值得一玩
Passionnant ! Rapide, varié, un super-jeu ! A mon avis, bug aux niveaux 8 et 21, il semble impossible d'obtenir 3 étoiles Au niveau 24, surprise amusante (laissez tourner, ça finit par s'arrêter)
不如手机上的糖果粉碎传奇,人家还免费;你丫的不仅贵还内容少,非质量好评要素都没有,我谢谢你哈。 只能说比那些完全滥竽充数的游戏墙点,在包货里可考虑入库,没玩过三消的可以入库玩玩。 202512,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
没中文 没成就 糖果曼迪 经典的三消类游戏。将同一行中的相同图案移动到一起消除得分。连成一线的相同图案越多,得分和奖励就越高。 游戏采用甜品与美食主题装饰,拥有近百个简单关卡、轻松的背景音乐,还能很好地锻炼专注力。 每个关卡都可以挑战 1 星、2 星、3 星通关,带来额外挑战。 而这一切,都以最低的亲民价格呈现。
Another horrible Unity fan made home made game. If I see another home made unity game on steam I'm gonna throw up. This is broken, the levels are broken, the components are missing, the screen doesn't fit... garbage.
Bis Lvl 31 echt lustig und gut, danach kann ich nix dazu sagen, denn durch das lvl kommt man nicht durch.
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