Tile-matching video game Tile-matching video game A tile-matching video game is a type of puzzle video game where the player manipulates tiles in order to make them disappear according to a matching criterion. In many tile-matching games, that criterion is to place a given number of tiles of the same type so that they adjoin each other. That number is often three, and these games are called match-three games. The core challenge of tile-matching games is the identification of patterns on a seemingly chaotic board. Their origins lie in late 1980s games such as "Tetris", "Chain Shot!" ("SameGame") and "Puzznic". Tile-matching games were
Tile-based video game store metadata about the tiles, such as collision, damage, and entities, either with a 2-dimensional array mapping the tiles, or a second texture atlas mirroring the visual one but coding metadata by colour. This approach allows for simple, visual map data, letting level designers create entire worlds with a tile reference sheet and perhaps a text editor, a paint program, or a simple level editor (many older games included the editor in the game). Examples of tile-based game engine/IDEs include RPG Maker, , Construct, Godot, and Tiled. Variations include level data using "material tiles" that are procedurally transformed into the