Customer orders give each match a purpose
The level brings a dessert counter, customers and their orders into one scene. Players select three matching items from layered cakes, puddings and other desserts, using holding slots to plan their moves. Layered items, limited space and different orders create clear decisions around fulfilling each request.
Teach the rules within the first level
A dimmed background, a highlighted order and a short instruction introduce the rule of selecting three matching items to complete an order. The tutorial appears directly on the game board, connecting the customer request with the available items and the next action.

Bring activity rules into the reward wheel
The wheel combines reward categories, participation options and activity progress. Players can inspect reward segments, remaining quantities and cumulative draw progress, then use daily, video or friend-invitation entry points. The interface connects reward presentation with the rules for participating in activities beyond regular levels.

Make invitation requirements and progress visible
The invitation page states which level a friend needs to complete and tracks tasks by the number of qualifying invitations. An activity meter maps progress to reward tiers, while the invitation button and reset rules remain visible. Players can see the requirements, their current progress and the participation opportunities they can earn.
