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Project Quantum

Introducing tap-and-swipe controls to players with 12 years of familiar habits.

Sole UX designeriOS / Android / Desktop2024–2025PM, Game Design, Engineering, Art, UX Research

A cartoon glove tapping a colour bomb in space, sending a shockwave across a grid as a jelly fish and a striped candy fly outward

For 12 years, Candy Crush players activated special candies by matching them. Project Quantum added two direct controls: tap a special to activate it, or swipe it into a neighbouring candy.

Players gained more control over when to use a special. My challenge was helping both new and experienced players discover the gestures and make them part of normal play.

Examples of tapping special candies and swiping them into neighbouring candies
The new controls applied across special candy types, including striped candies, wrapped candies and fish.

As sole UX designer, I designed onboarding for a game with more than 200 million monthly players. I worked with Game Design, Engineering, Art and UX Research on demonstrations, practice and in-game guidance, and defined the adoption measures. Quantum was in a live A/B test when I left King.

What made the change difficult

Competitors such as Royal Match already offered direct activation. In Candy Crush, new players needed to learn the controls, while experienced players had years of habits to reconsider.

Existing levels had been tuned around matching specials. Direct activation could change win rates, progression and spending, so teaching the controls also meant watching their effect on difficulty.

The existing hint system offered a way to demonstrate gestures during play, but any hint also influences the next move. I needed to teach the interaction without providing more help than necessary.

I designed three moments: a demonstration before the level, a safe practice board, and reminders during play. Active guidance would stop once players demonstrated both inputs.

Introducing the controls

Showing the move while a level loads

I replaced loading-screen story tips with tap-and-swipe demonstrations matched to specials likely to appear in the next level. This used an existing wait rather than adding another interruption.

Demonstrations appeared before practice and at selected points in progression, giving players reminders without repeating the full tutorial.

Original loading screen with a story tip

The existing loading screen.

Loading screen demonstrating a tap on a striped candy

Introducing a tap.

Loading screen demonstrating a fish being swiped

Introducing a swipe.

Giving players a place to practise

I replaced the usual three-step text overlay with a playable tutorial. Each constrained board allowed only the intended move, so players could try a gesture and see its effect.

Players practised tapping, then directional swiping, without spending moves or losing lives. People familiar with the controls could skip it.

The previous three-step text tutorial

The previous text-based format.

Practice board asking the player to tap a fish

First, tap a special candy.

Practice board asking the player to swipe a striped candy

Then, try a directional swipe.

Following up during play

Practice did not establish whether players would use the gestures in a real level. I adapted the existing hints to demonstrate direct activation when a special appeared and the player had not tried it.

An existing hint highlights an available match

The standard hint suggests a match.

A hand demonstrates tapping a special candy

The Quantum hint demonstrates the gesture.

The hint demonstrated a gesture on the player's current board rather than identifying the best match. It still directed attention to a move, so difficulty remained a guardrail in the experiment.

Deciding when to stop

With Game Design, I set a completion rule: one tap, one swipe and two different special candy types used. That gave us a clear stopping point for guidance. Continued use over the following weeks would tell us whether the gestures had become familiar.

  1. 01First level with QuantumIntroduce the controls on the loading screen, offer the practice tutorial, and follow up with hints during play.
  2. 02Next two levelsContinue hints for players who have not met the completion rule, with a maximum of three consecutive levels of guidance.
  3. 03After at least a weekFor players who still have not met the rule, offer one final round of in-level guidance.
  4. 04Ongoing playKeep the loading-screen demonstrations available. Players who meet the rule no longer receive the active onboarding prompts.
The sequence running in a test build. Select a step to jump to it.

What we learned in playtesting

I designed a three-and-a-half-week playtest with 10 internal testers across eight player profiles, from newcomers to experienced and returning players. They shared observations in Slack as they played.

I investigated gesture preferences, whether practice was enough, and how the controls changed play. I also consulted King's accessibility team on directional swiping and the readability of effects.

Testers chose between tapping and swiping according to the board. That supported teaching both prominently and measuring use of both in the larger test.

“Swiping feels more natural — but before I use a special, I check whether it's better strategically to swipe or tap.”
Susan B., internal playtester

The small internal study informed the larger experiment; it could not establish adoption or difficulty effects across the player base.

How we would evaluate the release

I left King during the live A/B test, so I do not have final results. These targets measured first use, use of both gestures and continued use after guidance ended.

MeasureTarget
New players meeting the onboarding completion ruleAt least 95%
New players directly activating a special by day 7At least 60%
Players using both tap and swipeAt least 40%
Median levels before a new player's first direct activation3 or fewer
Players still using direct activation by day 30At least 50%

Adoption also needed to hold up against difficulty and economy guardrails, compared with the control group.

MeasureGuardrail against control
Level win rateWithin ±2%
Player retention, days 1–14Hold or improve
Revenue per daily active player, purchase conversion and booster spendingHold or improve
Sessions per day and session lengthRemain stable

What carried forward

The interactive tutorial format was adopted beyond Quantum at King. The project also introduced loading-screen demonstrations to Candy Crush.

After the playtest ended, testers described tapping and swiping even though the actions no longer worked. That was an encouraging sign of familiarity, ahead of the longer-term adoption results.

“I'm so sad the upgrades went bye bye already — now I keep trying to tap and swipe when it won't let me.”
Lindsey V., internal playtester, after the test ended

The central decision was when to step back. Observing behaviour in real levels let us follow up where needed and stop prompting once players used the controls for themselves.