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Hadukis

Glintwell Match

by Hadukis

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About

Match three, chain the cascades, beat the daily challenge. A fast, free puzzle game for phone and desktop.

How to play

Swap two pieces that touch to line up three or more. Line up four or five and you make a piece that clears a whole row. Finish the level's goal before the moves run out.

Screenshots

Glintwell Match — screenshot 1Glintwell Match — screenshot 2Glintwell Match — screenshot 3

Game details

Developer
Hadukis
Released
September 16, 2026
Last updated
September 17, 2026
Technology
HTML5, plays in the browser
Platforms
Computer, phone and tablet
Orientation
Portrait
Price
Free, no account, no download

About Glintwell Match

Glintwell Match is a match-three built for one thumb and a hundred levels. Swap two pieces that touch, line up three or more of a colour, and everything above them falls into the gap — which is where the game actually happens, because a fall that lands on another match scores again at a higher multiplier, and a board set up properly comes apart in four or five stages from a single move.

Four moves' worth of thinking is built into the pieces themselves. Four in a row leaves a rocket that clears the line it is fired along. An L or a T leaves a bomb. Five in a row leaves a prism, which takes every piece of whatever colour you swap it into. Put two of them together and you get a third thing again: two rockets crossed, a bomb and a rocket, two prisms. None of it is explained on a card — the pieces are made where you make them, and the first time one goes off is the lesson.

The hundred levels run through ten episodes, each with its own colour and its own last level, which is harder than the nine before it. What a level asks for changes as you go: reach a score, peel every square of jelly, break every crate — and, more often than not, two of those at once. Ice does not count towards anything; it holds the piece inside it still and is in your way, which is the job it has in this genre and the job it has here.

The difficulty was measured rather than estimated. Before it shipped, every level was played twelve times by a test player, its move count moved up or down by what the result said, and played again — until an ordinary level came out winnable between seven and nine and a half times in ten, and an episode's last level between four and seven. Nothing in the game is random in the sense of unfair: a level's board comes from its number, so yours is the same board as everyone else's, and the daily challenge is the same board for everybody in the world on the same date.

It needs no account, no network and no download, it remembers where you got to in your own browser, and there is not a single audio file in it — every sound is made in the browser as it plays.

Controls

Drag a piece onto the one next to it
Swap them. A swap that makes no line is refused and costs nothing
Tap one piece, then tap its neighbour
The same swap, for anyone who would rather tap than drag
Swap a prism with any piece
Clears every piece of that colour on the board
Swap two special pieces together
Sets off the combination of the two, which is bigger than either
MENU, at the top of the screen
Back to the level map, at any moment
The pause button, or Escape
Pause

Tips

  • Play the bottom of the board. A match low down drops everything above it, and what falls makes its own matches; the same match at the top moves three pieces and ends there.
  • A special piece is worth waiting a move for. Four in a row is only one piece further than three, and the rocket it leaves is worth more than the match you gave up.
  • Two specials touching is the whole game. A bomb and a rocket together clear far more than the two of them fired apart, and that is the move to look for on a level you keep failing.
  • Jelly only peels where a match happens on top of it, so count the squares before you spend moves. The corners are the ones that run people out of moves.
  • Crates break from beside them, never from on top. A crate wall comes down from the edges inwards.
  • The surge meter fills from every piece you clear; at full it doubles your score for five moves. If it is nearly full, it is worth one small match to tip it over before you play the big one.

What changed

  • New look: a drawn logo and a painted background that takes the colour of the episode you are in, in place of the flat gradient.
  • Fixed cells that could be left permanently empty on a board with crates in it, and pieces that could be left drawn outside the board after a cascade.
  • Released. A hundred levels in ten episodes, a daily challenge, four special pieces and six combinations of them.

Glintwell Match is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.