Tastes everything twice
Strong opinions about candy, and no talent whatsoever for keeping them quiet. No jar is finished until it has been inspected, frowned at and — usually — sampled, purely to be certain.
Sort the candy. Fill the jars. Clear the board — while three monsters argue about how it should be done.
Every level is a set of glass jars stacked with mixed-up candy. Tap one jar, tap another, and the run of matching colours pours across. Fill every jar with a single colour and the level is done. Simple to learn, and quietly ruthless once the harder pieces arrive.
The puzzles would work perfectly well without them. They would also be extremely boring.
Strong opinions about candy, and no talent whatsoever for keeping them quiet. No jar is finished until it has been inspected, frowned at and — usually — sampled, purely to be certain.
Convinced that every problem gives way to a little more enthusiasm. Roughly half the time this is true. The other half is how strawberry ended up in places strawberry does not belong.
The antenna is not decorative — it picks up recipes from somewhere far away, apparently. That would explain the mystery candy, the curtain jars and several contraptions nobody asked for.
Soft shapes, saturated colour and a lot of gloss. Everything on screen is meant to look good enough to eat and clear enough to read at a glance on a phone.
Fourteen candy colours, each with its own silhouette in the jar. They are deliberately distinct in brightness as well as hue, so the board stays readable for colour-blind players.
Four tools, a handful of free charges per level, and the option to buy more with the gold you earn. Used well, they turn a dead board into a clean finish.
Take back the pour you immediately regretted. The most-used booster in the game, by a wide margin.
Redistribute the board when the layout has painted you into a corner.
Highlights a move that actually leads somewhere, for the moments the answer refuses to appear.
Buy one more empty jar with gold. Expensive, and occasionally the only thing that saves a level.
New machinery arrives as you climb, so the same core rule keeps producing new problems for hundreds of levels.
Arrives around level 12. You cannot see its colour until the candy above it moves, so every plan carries a little risk.
From level 20, some jars stay hidden behind a curtain until you finish the colour they are waiting on.
Later levels bolt jars into rock. They cannot be moved, only worked around — and they change the shape of every solution.
Levels are grouped into destinations along a journey map. Each one has its own scenery, its own mix of machinery, and a small celebration when you finish it.
Where it all begins. Wide-open boards that teach the rules without ever saying so out loud.
Curtain jars show up and the board stops telling you everything. Candy Cove, Frosty Peaks, Sunny Meadows and Mystic Forest follow.
Sorting is a solo act. Bragging is not.
Every level you clear adds to a weekly score. The board resets on a schedule, so a bad week is only ever a week — and a good one puts you in front of players who have been at it far longer.
Join a team, share lives when someone is stuck, and take on goals together. It is the part of the game that runs on other people rather than sugar. Teams unlock at level 39, the weekly leaderboard at level 40.
Monster Trip is in production for iOS and Android. The store links at the top of this page will go live the moment it launches.
Questions in the meantime? Head to support.