Most level guides are a list of moves. They work exactly once, for one player, on one board. The moment the board shifts or the player makes a different early choice, the list is worthless.
Describe the obstacle, not the sequence
A useful guide says what this level is actually testing. Is it a board with too few moves for the number of targets? A level where the obstacle layout forces you to spend moves early? Once the obstacle is named, the player can adapt the solution instead of memorising it.
That is the difference between a guide and a replay.
Where players actually get stuck
When I looked at which levels people searched for, it was never the hardest ones. It was the levels with a misleading first impression: boards that look like a straightforward clear but are actually a resource management problem.
Those are the levels worth writing up, because the player has already failed twice and does not know why.
The three-part structure that works
- What the level is testing.
- The two or three decisions that determine whether you clear it.
- What to do when you run out of moves anyway.
That last part matters more than it looks. Most searches happen after a failure, not before an attempt.
If you are writing these, name the Match Factory guide obstacle first and the moves second.
Written after noticing that the most-read level pages were the ones about failures.
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