Let’s get these out of the way first. Wilds are white circles that can be matched with any color dot (or another wild). You can use a wild in lieu of a colored dot when making a square. When you make a square of wilds, you will clear every dot on the board and every obstacle that takes hits will take one hit.
The only real problem with wilds is that sometimes they’ll get dropped into a location where you can’t clear them by making a match. Sometimes when that happens you’ll have to restart the level because you’re stuck so badly that there’s nothing else you can do.
Also note that lotuses can’t eat (or bridge across) wilds.
Ramps are a super-fun* thing you’ll have to deal with pretty early on, and they don’t make any sense. Seriously, I’ve been playing this game for over a year and I still don’t understand ramp physics. If you do, please let me know so I can share it here in this guide. As far as I can tell, when you clear a dot below a ramp and one column to the left or right of it, the dots along the ramp will drop before the dots directly above the ramp. This makes no sense to me.
The best advice I can offer for stages with ramps is to make squares and try to minimize how much ramp usage you’ll have to deal with. Don’t expect that any square you try to build in the vicinity of (or directly below) a ramp is going to go the way you plan it to, either.
A ramp, by the way, looks like a triangle. In case you weren’t sure.
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