Chocolate Collector
Free eight-direction movement around an open arena, gathering chocolate while drifting hazards close in.
Catch falling sweets in a basket while letting the bitter ones pass, a pure sorting-under-pressure game.
Move the basket with the left and right arrows, A and D, the mouse, or by dragging on a touch screen. Catch candy by letting it land in the basket. The basket holds twelve items; once full, further catches are lost until you empty it by touching either side chute, which takes about a second of travel and is the game's only real pressure.
| Action | Controls |
|---|---|
| Move left and right | ←→ or AD, or drag anywhere on the lower half of the screen |
| Pause or resume | P or Esc, or the Pause button |
| Restart | R, or the Restart button |
| Mute or unmute | M, or the Sound button |
Items fall in waves of eight to twenty. Candy drops, gummies, cupcakes and donuts all count as catches and score their own values. Emptying a full basket at a chute banks everything in it and awards a capacity bonus if the basket was completely full, so there is a genuine incentive to fill it exactly rather than emptying early.
Bitter drops must be allowed to fall past the basket. Catching one costs a miss, and three misses in a single wave ends the run. Later waves include sour lemons, which look similar to cupcakes at small sizes and are the main source of genuine mistakes. There are no moving hazards and nothing ever touches the basket other than falling items.
Advertising keeps Candy Arcade free. Ads never cover gameplay or controls.
Shield absorbs one bad catch. Candy Vacuum instantly banks the basket contents from anywhere on screen without travelling to a chute, which is the highest-value pickup in the game. Sweet Multiplier doubles values for the remainder of the current wave.
Candy drops are worth five points, gummies ten, cupcakes twenty and donuts thirty. Banking a completely full basket of twelve awards a capacity bonus of one hundred and fifty points. Completing a wave without a single bad catch awards a clean-wave bonus equal to the wave number times seventy-five.
Consecutive full-basket banks build a capacity combo, one tier per bank to a maximum of four times. Banking a partially filled basket drops a tier. The rule is what makes the capacity system interesting: emptying early is safe but costs score, and holding for a full basket risks losing catches to overflow.
Candy Catcher is rated Easy relative to the rest of the Candy Arcade library. Difficulty on this site comes from level design, hazard density and timing windows rather than from degrading your controls, and the rating describes how demanding the execution is rather than how complicated the rules are.
The mechanics involved are: Catch and avoid, Sorting under pressure, Basket capacity, Wave escalation, Deliberate avoidance. If this game is too demanding, the candy collection games category page lists the easier games that use overlapping skills.
It counts as a miss. Three misses in a single wave ends the run.
Your basket is probably full at twelve items. Touch either side chute to bank the contents and resume catching.
Cupcakes have a fluted outline, sour lemons have a jagged one. This is the most common mistake in the game and it is deliberate.
Yes. It is rated Easy, uses only two directions, and the failure rules are the most forgiving on the site.
Usually not. A full twelve-item bank awards a one hundred and fifty point bonus and advances your capacity combo, while an early bank drops a tier.