What is an energy timer in games? Why Candy Crush makes you wait for lives
An energy timer is a limit on how much you can play. Playing uses up a resource, like lives, and waiting slowly refills it. In Candy Crush you start with 5 lives, each failed level costs one, and each life takes 30 minutes to come back. Players can also pay or ask friends to skip the wait.
What the game is doing
Candy Crush runs on a simple loop, described on King's own help page:
- You start with 5 lives in the heart meter.
- Each failed level costs one life.
- When you are out, you have three choices: buy extra lives, wait 30 minutes for each one to refill, or ask friends to send you some.
The page says you start with 5 lives. It does not say 5 is the maximum, so we only say "start with."
Think of your phone battery. Using the phone drains it, and sitting on the charger fills it. The heart meter works the same way: playing drains it, waiting charges it.
Why it works
An energy timer gives the game a built-in stopping point. Instead of playing until you are tired, you hit a wall and the session ends. Then you come back later when the hearts are back.
King designer Tommy Palm explained the idea in a 2013 interview with Time. As quoted by ValueWalk, the wait makes the game more fun long term, and he describes a balanced experience with "natural breaks."
Without a limit, some players would play all weekend, get tired of the game, and delete it. A timer spreads the fun across more days.
The same wall can be annoying. Energy systems are often disliked, so the design needs care.
Real games that use it
- Candy Crush Saga. The rules above come from King's official help article, How do lives work?.
- Tommy Palm on natural breaks. See the ValueWalk write-up of the Time interview.
How to use it in your game
Pick what gets used up, how fast it refills, and what happens when it hits zero. The values below are starting ideas, not rules. Test them with real players.
- Make the cost clear. Players should know what drains the meter. Candy Crush uses one failed level for one life.
- Show the refill time. A visible countdown tells players when to come back.
- Give a reason to return. When the bar is empty, give the player something to look forward to, like a daily gift.
- Offer more than one way out. Waiting, asking friends or paying, like Candy Crush does, lets different players choose.
- Never leave the player stuck with no info. Say how long, and say what they get when they return.
Store the time when the meter was last updated, not a running counter. That way it still refills while the app is closed:
const float RefillSeconds = 1800f; // 30 min per life, your own value
int lives; int maxLives = 5; double lastUpdate;
void Refresh(double now) {
if (lives >= maxLives) { lastUpdate = now; return; }
int gained = (int)((now - lastUpdate) / RefillSeconds);
if (gained > 0) {
lives = Math.Min(maxLives, lives + gained);
lastUpdate += gained * RefillSeconds;
}
}
Use server time if you can. Phone clocks can be changed.
FAQ
How long does it take to get lives back in Candy Crush?
Each life takes 30 minutes to refill, according to King's help page. You can also buy lives or ask friends to send some.
What is an energy system in mobile games?
It is a meter that gets used when you play and refills over time. It limits how much you can play in one go and gives players a reason to return later.
Why do games make you wait?
The designer of Candy Crush said waiting creates natural breaks and keeps the game fun in the long term. Others use it for pacing and for selling skips.
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