Archery roguelike: survive frozen candy hordes, pick new powers, beat the boss
An archery roguelike for one finger. Drag anywhere to move and dodge, and she shoots on her own.
The frost has taken the candy country, and its foes come at her in frozen hordes. Survive them, thaw them with her stars, walk over the sugar crystals they drop, and keep out of the blue.
SIX MINUTES, THEN THE BOSS
Each map's clock counts up to 6:00, and then its boss lands: General Flapjack on Frosting Fields, The Mint Twins in Spearmint Hollow, Sir Glazealot at Sugarglass Castle. Thaw the boss and the next map opens.
FIFTEEN MAPS OF SWEET GROUND
Gumdrop Gardens, Caramel Canyon, Licorice Docks, Marshmallow Peaks, Rock Candy Caverns and on to Fudge Volcano. Ramps and springs carry her up a floor, and a ledge drops her down one. The Frost Brigade, the Thunder Parade, the Ember Court and the Brew Crew each bring their own trouble.
BLUE MEANS DANGER
Step out of it. A big wave is called three seconds before it comes. Frost Tides and Crowns take whole floors, and an arrow at her feet shows the shortest way off.
A NEW POWER AT EVERY LEVEL
Fill the sugar bar and pick one power: Thunder Sprite, Peppermint Orbit, Pop Rocks, Gumball Comets, Cocoa Pup and more. Take one again and it climbs from Bronze to Super.
THE POWER BOOK
Start with 9 of 18 powers and open the rest by what you do: Sprinkle Fan, Candy Flower, Cocoa Steam, Sugar Sprite, Sherbet Splash and Taffy Bounce among them. The book lets you choose which ones come up in your runs, and the Foe Book shows each foe's weak spot and best hero.
JAM JARS AND STANDS
Open a Jam Jar in a stage for a board of candy, and fire the three superpowers you brought: Hammer, Rocket, Bomb, Stripes, Swirl or Prism. Every thaw charges them. Gummy Pop and Cupcake Cannon wait at stands on the map, with the prize printed before you play, and chests hide out on the ground.
GEAR THAT CHANGES THE FIGHT
Four slots, sixteen set pieces and five tiers, with the Candy Kettle to make them. Two pieces of a set guard her against its element, and four add its move: Steam Step, Lightning Rod, Sherbet Wake or Honey Catch.
THREE HEROES, THREE WAYS TO FIGHT
Dollop the cupcake, Fizz the gummy frog and Mallow the marshmallow each have a power of their own from the first run and new moves as they level up. Mallow suits the Frost Brigade, Fizz the Thunder Parade and the Ember Court, and Dollop the Brew Crew, so who you pick matters before every run.
ONCE A MAP IS WON
Its card on Home opens Hard, Expert, Storm, Giants and Boss Rush, each with a medal to win and keep. Unlimited runs until you fall, and keeps your best time.
ONE DOOR FOR THE DAY
Today, beside Play, holds the Thaw Calendar, six orders a day with goodie bags to fill, the Week's big order, the Trail Pass and 24 feats, each with its prize printed up front. A missed day pauses your Thaw streak and drops nothing. The Bakery fills in 12 hours, the Sweet Shop on the map hands out a free sample a day, and a Comet Weekend comes around.
GOOD TO KNOW
• One finger, held upright
• No account and no sign-in, and it plays offline
• Sliders for music and sound, a Haptics switch, Reduce Motion and Battery saver in Settings
• Free, with banners on Home, in the Sweet Shop and on result cards and a full-screen ad after some cleared stages, never during a run
• You can choose to watch an ad to double a Jam Jar's sugar, get back up after a fall, add a fourth card to a pick, bake two hours of the Bakery's tray at once or take a bonus sample
• No ads, bought once, ends the banners and the full-screen ads, and doubles the jar, runs Bake now and gives the bonus sample with no video. The ads you choose to watch to get back up or for a fourth card stay
Novidades
Small fixes. The treats pick before a stage now has a way back to Home. The Coins card no longer opens over the Day or night? card on your first launch. Power-up lines keep each number with its unit.