Suika Guide

Suika game strategy

Cancelling a launch, keeping a combo alive and reading the two paddles: suika game tips you can repeat in Squish Merge.

How a run is played

The blobs waiting to launch sit in a row above the jar. Press one and hold, pull down to aim, and release to launch it. To cancel, drag the blob back or right-click, and it returns to the row.

The blobs are soft: they land, squish and lean on each other, and the number on each one is what counts. Two blobs with the same number merge into the next number up.

The top blob is pressed and pulled downward, with an aiming arrow showing where the launch will go.
In-game: a blob pressed and pulled down, with the aiming arrow.

The numbers

The blobs you launch are numbered 1 to 64. Every number past 64 comes from merging, and the chain keeps doubling. Each merge adds to the score, and merges one after another show COMBO ×2, ×3 and up.

NumberMade from
1 to 64Dealt into the row above the jar
2Two 1s
4Two 2s
8Two 4s
16Two 8s
32Two 16s
64Two 32s
128Two 64s
256Two 128s
…Keeps doubling
Two blobs have merged into a 128, and a COMBO x5 label shows above the pile.
In-game: five merges in a row reach COMBO ×5, and a 128 has just come out of it.

How a run ends

The jar has a green half-circle paddle on each side, at mid height. The run ends when the pile pushes both paddles all the way down and each one stays down for 0.5 seconds. There is no countdown.

A run ends here

Both paddles pushed all the way down, each held for 0.5 seconds. One paddle alone changes nothing.

The pile of blobs has grown high on both sides, close to the half-circle paddles at mid height.
In-game: the pile has grown up both sides, close to the half-circle paddles.

Four suika game tips

Take a launch back

Pressing a blob is not a commitment. Drag it back toward the row, or right-click, and the launch is cancelled; it only happens on release.

Keep the combo alive

COMBO counts merges that land one after another. Plan the next launch to merge right after the last one lands instead of waiting for the pile to settle.

Mind both paddles

Only both paddles down together end a run. When the pile leans on one side, spend your launches on the other side first.

Spread the pile along the jar

The paddles sit at mid height on the two sides. A pile kept flat and low along the bottom stays away from them.

Try them with Play on the suika game home page. Playing with a thumb: Suika Game on your phone. Playing on Switch too: Nintendo Switch Suika Game.

Questions

Do the numbers stop somewhere?

The row above the jar never deals more than 64. Past that, numbers come only from merging and the chain keeps doubling. 16384 has been seen in play.

Is there a timer?

No. Nothing counts down in a run. The only clock is the 0.5 seconds both paddles must stay down for the run to end.

Are there other modes?

No. The browser version has one mode.

Can I cancel a launch on a phone?

Yes. Before you lift your finger, drag the blob back toward the row and the launch is cancelled.

Does every merge score the same?

No. The points from a merge are not fixed. Merges that land one after another raise the COMBO count shown above the pile.