Candy Space Run
Thrust-based flight through a fictional candy nebula, where every burst of thrust has to be paid back.
Work across a bank of conveyor belts running at different speeds and directions, timing every transfer.
Walk with the arrows or A and D and jump with space or W to move between belts. Your walking speed is added to or subtracted from the belt speed beneath you, and when you jump you carry the belt's momentum into the air, so a jump from a fast belt travels considerably further than a jump from a stationary one. Falling off the bottom belt ends the run.
| Action | Controls |
|---|---|
| Walk | ←→ or AD, or the on-screen pads |
| Jump | Space, ↑, W, or the on-screen JUMP button |
| Pause or resume | P or Esc, or the Pause button |
| Restart | R, or the Restart button |
| Mute or unmute | M, or the Sound button |
Candy rides the belts and is collected on contact. Because both you and the candy are moving, interception requires thinking in relative terms: candy on a belt moving toward you closes fast, and candy on a belt moving away may be unreachable no matter how fast you run. Sugar crystals always ride the fastest belt, which is usually the top one and the hardest to stay on.
Crusher blocks ride some belts and end the run on contact; they are always the same colour as the belt frame and never blend with the candy. Gaps between belt sections open and close on a fixed cycle. Falling off the bottom of the belt stack ends the run, which is the most common failure because the bottom belts run fastest toward the edges.
Advertising keeps Candy Arcade free. Ads never cover gameplay or controls.
Shield absorbs one crusher contact. Sugar Speed Boost increases your walking speed, which matters enormously here because walking speed is what lets you fight a belt's direction. Candy Magnet extends collection range, effectively letting you intercept cargo from an adjacent belt without transferring to it.
Candy drops are worth eight points, chocolate twenty, donuts thirty-five and sugar crystals eighty. Collecting a piece of candy within half a second of landing on a new belt awards a transfer bonus of forty points, which is the game rewarding well-timed jumps rather than merely successful ones.
Consecutive belt transfers that each collect at least one piece of candy build a transfer combo, one tier per three such transfers to a maximum of four times. Landing on a belt and collecting nothing drops a tier, so aimless jumping between belts is directly penalised.
Candy Conveyor is rated Medium 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: Belt momentum, Vertical transfers, Relative motion, Timing windows, Cargo interception. If this game is too demanding, the candy obstacle games category page lists the easier games that use overlapping skills.
Every belt is moving. Standing still is impossible, which is the central constraint of the game.
You carry the source belt's momentum into the air, so a jump from a fast belt travels much further than one from a slow belt.
Yes, on a fixed schedule every twenty seconds. The speed indicator on each belt updates immediately.
Crushers always match the grey belt frame colour and never use candy colours.
Collecting candy within half a second of landing on a new belt awards forty extra points and advances your transfer combo.