Candy Smash Mania 2
The friendliest opening of the three. Stages arrive with a goal list rather than a clock, so the first hour is spent learning one idea at a time: clear the jelly, drop the fruit, free the animals stuck under the crates. Boosters are handed over early and generously, which softens the first real difficulty step around stage forty.
What held up: the board reads cleanly at arm's length, and the goal list stays visible while you play. What did not: the tap targets on the top row sit close to the status bar on a smaller phone, and a mistimed swipe pulls down the notification tray more often than it should. Sittings settle at four to six minutes, which is exactly one tram stop too short.