Ty for taking a look. I was also worried that matches would be too constant but in testing that wasn't the case. I think the longest cascade I saw was maybe 6?
I'm probably not going to use the number and color mechanic. I'm eventually going for puzzlequest style gameplay which will require me to replace tiles with special ones. And having both numbers and colors would make the board much less readable.
Eventually I hope to replicate the gameplay of Marvel Puzzle Quest which is a well made mobile game that has asynchronous pvp
http://iphone-game-cheats.com/wp-content/uploads/2013/10/marvel-puzzle-quest-hack.jpgYou can see in the graphic there are special "skull" tiles that have countdowns which do stuff if they aren't matched in time. I think that is a great mechanic. Also there are special tiles which increase your damage with each match, deal damage at the end of the turn, and prevent damage as long as they are on the board.
But of course being a mobile game its plagued with time gates and rapacious monetization pratctices.
Right now I'm using the Twine to create a game flow diagram, which is as far as I want to go in design docs at this stage
https://dl.dropboxusercontent.com/u/221516245/GameFlow/Match3/Match3FlowTest.htmlSo I know what to make. Twine is meant for interactive fiction but it seems like a perfect tool for this kind of thing.
My tentative theme is 80's future "neuromancer" style cyberspace where the board is the "data stream" and your opponent is "server encryption".