Keys and secret doors
Pick up the key on the way and the next building opens: inside, a corridor full of gummies and a cupcake. No key? Go over the roof — but the gummies stay behind the door.
Platforms · Gummies · Secret doors
Mimi, Pompom, Bambu and Ruiva are back, and the jar of treats is still waiting at the end of every course. Run, jump and stomp your way there, picking up every sweet on the way — now with chests that throw out their gummies when you touch them, and keys that open the secret doors further on.
Behind every secret door there's a corridor full of gummies and a cupcake at the end; without the key, you go over the roof. The first six levels present the new things one or two at a time, mixed with the first game's; from the seventh on, everything is mixed and the courses tighten.
Pick up the key on the way and the next building opens: inside, a corridor full of gummies and a cupcake. No key? Go over the roof — but the gummies stay behind the door.
Touch a chest and its gummies leap out for you to catch. They count for the treats' star, so to bring every treat you have to open them all.
Gummy bears hop as they patrol: go under them while they're up, or stomp them when they land. Sour worms are soft now and then and covered in sugar the rest of the time — they blink just before they turn sour.
Garden, Lagoon, Castle, Cherries, Canyon, Jungle, Volcano, Factory, Aurora, Moon, Rainbow and Palace — each with its own sky, and four songs that change every three levels. Platforms in a row, slanted platforms and lifts that go down join the jellies, bees, plants, bombs and springs.
One for reaching the jar, one for bringing every treat, one for arriving within the target time. Clearing a level opens the next one, and every level can be replayed for the stars you're missing.
Stars and best marks are saved on the device and in iCloud, and follow you to your other iPhones and iPads. Play with the touch screen, a keyboard or a game controller.
The sequel to Sweet Tooths. Critters, treats, courses, music and sounds are all drawn and synthesized by the game itself.