Gardenscapes Levels 20,146–20,195 reviewed with difficulty notes, extra-move costs, coin consumption, Hard Levels, Super Hard Levels.
The 50 new Gardenscapes levels, from 20,146 through 20,195, made up one of the most difficult and expensive weekly releases we have played so far. The difficulty was not limited to just two or three standout levels. It remained high throughout most of the release, with frequent extra-move purchases and heavy coin consumption.
The week begins immediately with a Hard Level, setting the tone from the very first stage and showing how level design alone can create extreme difficulty.
However, the level that best represents the difficulty of this release—and what was still to come—is Level 20,148. Although it is officially presented as a regular level, it plays like a true killer level. The board does not cooperate, useful boosters are difficult to create, and the level can consume far more coins than players would expect based on its standard difficulty label.
The real challenge was not simply completing these levels. It was trying to complete them with no more than a single purchase of five extra moves.
10 Hard Levels and 4 Super Hard Levels
Across Levels 20,146–20,195, we recorded a total of 10 Hard Levels and 4 Super Hard Levels. However, the official difficulty labels do not fully reflect how demanding this weekly release actually was. Several regular levels proved to be just as difficult—and sometimes even more expensive—than some of the officially marked Hard Levels.
Despite the high overall difficulty, this release did not include any One Shot Levels. These are the special levels that give players only one attempt to complete the board and earn an increased reward. Their absence did not make the week easier, however, because the pressure was spread across most of the 50 regular levels instead.
About 40% of the Levels Required Extra Moves
Based on our own gameplay, approximately 40% of these 50 new levels required extra moves. This was not an occasional purchase caused by one unusually difficult board. It became a recurring pattern, with many levels ending while only a few objectives remained and forcing the player to spend coins to continue.
One of the reasons this weekly release cost us so many coins on extra moves is that we no longer want to start the same level over and over until the right piece drops and booster combinations finally appear. We would rather spend coins and keep moving forward. That reflects how much our approach to the game has changed since the days when replaying the same level was simply part of Gardenscapes.
Starting boosters, a fully upgraded Magic Hat, and the support provided by Blackberry Treasure were still not enough to prevent frequent extra-move purchases.
Saved Tools Could Help Limit the Damage
The most effective way to avoid such a large coin expense was to have a good supply of saved tools. Players who had kept tools specifically for difficult levels could use them to complete certain boards without having to make a second or third extra-move purchase.
This does not mean that the levels were well balanced. It simply means that players with larger reserves had a better chance of limiting their losses. Players without enough coins or saved tools could easily become stuck for an extended period.
Very Limited Use of New Elements
Another important feature of this weekly release was the near absence of the newer Gardenscapes elements. Although the game has introduced many new mechanics and obstacles in recent months, very few of them appeared in Levels 20,146–20,195.
Based on what we observed during actual gameplay, newer elements appeared in only about 10% of the levels. The remaining 90% relied primarily on older elements and familiar Gardenscapes mechanics.
The overall impression was that these levels followed an older style of level design. They did not feel like a fresh release built around the game's newest elements, but rather like a particularly difficult collection of boards based on older mechanics.
There Were Very Few Genuinely Easy Levels
A typical weekly release usually includes several difficult stages, but it also provides some more relaxed levels in between. Those easier boards give players a chance to make progress without constantly spending coins. This week, that balance was almost completely missing.
Even levels that appeared straightforward could turn into lengthy and expensive attempts because the right pieces did not fall into place, useful boosters were difficult to create, or the necessary combinations appeared only after most of the available moves had already been used. In many cases, the experience closely resembled a board that simply refuses to cooperate.
The issue was not limited to the 10 Hard Levels and 4 Super Hard Levels. The bigger problem was that many levels without an official difficulty label could still require players to purchase extra moves.
A Week That Could Drain Players' Resources
Many players try to save coins and tools so they can maintain their winning streak and prepare for the next weekly release. During a week this difficult, however, those savings can disappear very quickly.
The situation is even more challenging for players without large reserves. They may be forced to stop at a difficult level, wait for a more favorable board, rebuild their supply of boosters, or temporarily pause their progress.
Extreme difficulty does not always make the game more enjoyable. When a large percentage of the levels repeatedly push players toward purchasing five extra moves, the challenge can quickly turn into frustration.
Watch All 50 New Levels
You can watch the complete gameplay collection for Gardenscapes Levels 20,146–20,195 in the YouTube playlist below. The videos show the actual behavior of each board, the frequency of extra-move purchases, and the limited presence of newer elements throughout the release.
For easier viewing, you can also open the complete collection directly in our YouTube playlist.
If you have not played these levels yet, you can also compare them with the previous weekly release, Gardenscapes Levels 20,096–20,145, to see how the difficulty and level design changed from one week to the next. The contrast also helps show why hard levels now seem to appear more often across recent releases.
Final Thoughts
Gardenscapes Levels 20,146–20,195 made up an unusually difficult weekly release.
The release included 10 Hard Levels, 4 Super Hard Levels, and no One Shot Levels. Approximately 60% of the levels required extra moves, while saved tools were often the only practical way to limit the overall coin loss.
At the same time, newer elements appeared in only about 10% of the levels. Most of the boards relied on older mechanics and gave the impression of following an earlier style of level design.
Of course, our difficult experience does not mean that every player will face exactly the same conditions. Different piece drops, booster combinations, and starting layouts can significantly affect the outcome of a level. We sincerely hope that most of you have a much smoother experience, receive more favorable boards, and complete all 50 levels with far fewer extra moves and a much smaller coin expense.
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Have you noticed something that isn’t mentioned here? Level differences, changes, or team-related issues? Leave a comment.