How to play — Candyland
Field guide for the candy-collection run — matches the in-game Info button on the play screen.
Ride the hills, collect candy, and build your score.
The idea
Candyland is the new candy-collection run. The ground scrolls as rolling candy hills: it rises high, drops low, and keeps changing so you can't park at one height. Flap to stay above the ridge, grab rainbows for a short boost, and collect candy for points and set bonuses. Choose a unicorn if you like; it's cosmetic.
Worlds on the menu
The start screen lists Candyland - Easy, Desert - Medium, and Cyberpunk - Hard. That Easy / Medium / Hard tag is a quick read on how demanding each terrain is meant to feel — the same scoring and candy rules apply everywhere. Leaderboards keep runs grouped by world so you compare scores on the same setting.
While you're playing
- The terrain is the challenge. Hills roll toward you, climb up to about two-thirds of the screen, then fall away again. Keep adjusting your flap timing to clear each rise.
- You earn +1 as you keep surviving the terrain progression. Random taunt lines can pop after points; they never change the math.
- Rainbows can appear in the air, and extra rainbows spawn as part of candy milestone waves. Fly through them for points and a timed boost.
Beginner hints
Short tips near your unicorn (through HUD Lvl 5 each run) help you learn each world. Toggle them from the in-game Info dialog: Show beginner hints globally, or per world (Candyland, Desert, Cyberpunk).
Controls
- Tap / click / touch the canvas (or Space / ↑) to flap.
- P pauses; use Resume on the HUD. Opening Info pauses too.
Scoring — point by point
- +1 on each scored terrain progression beat while you stay above the Candyland ridge.
- +2 when you fly through a rainbow. You get a timed rainbow boost (easier gravity, slowed scroll). While boost is active, terrain contact generally won't kill you until the timer fades.
- +3 for each candy sprite you touch. Candies are cosmetic variants only — any pickup counts the same.
- Milestone waves: whenever your HUD Lvl reaches an even number (2, 4, 6, …), the game queues an extra rainbow with a candy a short distance ahead so you can chain grab — worth both rainbow and candy points if you get both.
- Full candy cycle bonus: there are 20 candy types in rotation (shown as twenty slots on the strip). In a single run, each type fills one slot the first time you grab it. When you've collected one of every type in that run, you earn an extra lump sum: 25 × lap number — first full set +25, second full set +50, third +75, and so on — then the strip resets and you can earn another lap in the same run if you keep playing.
Candy HUD & persistence
Candy: on the right shows total candies grabbed this run. Under it, the twenty-character strip uses filled dots for types already picked up in the current cycle and hollow dots for types still missing — match those and you trigger the lap bonus.
Your lifetime candy stats also sync locally in the browser for profile flair; leaderboards can show candy totals from submitted runs when enabled.
HUD recap
Lvl and score on the left; Pause / Resume center; candy count and cycle strip on the right. A Boost line appears when rainbow physics are active.
Game over
Crash outside rainbow protection ends the run (floor, sky, or slamming into the candy hills). Submit initials when prompted; Candyland boards may list score, level reached, and candies collected together.
Leaderboard
Post initials after a qualifying run. Filter and browse on the Candyland board on the main site.
Soundtrack
The Adventure theme is on Suno. Full videos and audio are on the music soundstage.
