Matchy Star™ is a match-3 puzzle game with a Match-Them-All™ twist. We’ve talked about the concept and gameplay — now here’s the revised map design for the galaxy systems.
1) Alpha System

This is the tutorial system with 2 levels based on Earth and Mars. In Alpha, the “brakes are on” — ships wait until you make a move, so it’s easier to think. Only Zoot drops in bubbles to collect.
2) Starbase

Starbase has five levels. This is the home base of MatchyGotchy™, and you can still see Earth from here. Special tiles affect ship speed: some speed ships up, some slow them down. That means you want big matches when ships crawl… and you want survival brain when ships fly.
3) Asteroid

Three levels with no special tiles — just grid/path variations. These are your “play the board” levels where match hunting and item discovery shine.
4) Red Giant

Introduces Split tiles, which randomly choose between two paths. Players have to plan for the wrong path as much as the right one. Red Giant has five levels.
5) Asteroid II

Another set of “no special tile” levels — but with faster ship speed. You have to set up matches quickly or rely on items to slow ships down. Three levels.
6) Black Hole

Three levels with holes missing from the grid. You have to route matches around gaps, which forces different planning and more deliberate set-ups.
7) Gemini

Five levels where Zippy, Skippy, and Bob split into doubles — meaning you’re fueling two ships at once. Ships move slower here to keep it manageable. If two ships hit a match at the same time, both collect fuel and you get double score.
8) Nova

Nova tiles collect all matches on screen — even if they aren’t near the ship. That changes strategy: you can build matches anywhere and cash them in at the right moment. Five levels.
9) Constellation

Complex paths and a high score requirement. This is a true logistics test: speed buys time, but the routes fight you. Learn the pathways and optimize your match timing.
10) Nebula

A combination of special tiles from earlier systems. Difficulty peaks in speed and decision-making — your path matters more and fuel becomes precious. Five levels.
11) Xanadu

Five endgame levels with multiple special tiles combined — splitters plus speed changers and other chaos. These are the “bring items or bring skills” levels. Endgame itemization matters: you can turn the systems that work against you into part of your strategy.