Candy Jump
A gentle side-scrolling platformer about clean jump arcs and reading candy placement before you leap.
One-button hopping between bouncy marshmallows, where rhythm matters more than precision.
Hold the space bar, any arrow key, or touch anywhere on the screen to charge the next hop, and release to hop. A power arc shows exactly where you will land while you hold. Landing on a marshmallow always bounces you; you never need to time a landing. The only failure is landing where there is no marshmallow.
| Action | Controls |
|---|---|
| The only action | Space, any arrow key, a mouse click, or a tap anywhere on 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 |
Marshmallows are both the platforms and the main collectible - bouncing on one collects it and it stays usable. Candy drops float in the air between marshmallows along the natural hop arc, so a well-aimed hop collects them in passing. Cupcakes sit on the highest marshmallows in a group and need a near-maximum hop.
Gaps between marshmallows are the only hazard, and they widen steadily as you progress. Some marshmallows are smaller than others and require more accurate aim, and a few drift slowly sideways so the power arc must account for where they will be. There are no enemies, no timer and no instant-death hazards other than falling.
Advertising keeps Candy Arcade free. Ads never cover gameplay or controls.
Shield gives one free fall, returning you to the last marshmallow. Bonus Candy Trail spawns a line of candy drops across the next three hops, which is a straightforward score boost. There is no speed power-up because the game has no continuous movement to speed up.
Each marshmallow bounced on is worth twenty points, candy drops five and cupcakes forty. Hopping over a marshmallow without touching it and landing on the one beyond awards a skip bonus of fifty points, which is the main way experienced players raise their score in what is otherwise a gentle game.
Consecutive hops that collect at least one candy drop build a rhythm combo, one tier every four hops to a maximum of four times. Landing on a marshmallow with no candy collected en route drops one tier. The result is a light pressure to aim through candy rather than just aiming at safety.
Marshmallow Hopper 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: Single-button control, Automatic bounce, Variable hop distance, Rhythm timing, Chain hops. If this game is too demanding, the candy platformers category page lists the easier games that use overlapping skills.
One. Hold to charge a hop and release to jump, on keyboard or touch.
No. Landing on a marshmallow always bounces you automatically. The only way to fail is to land where there is no marshmallow.
Hop distance is set by how long you hold the button. The power arc shown while holding is accurate, so release when the arc reaches your target.
Hopping clean over one marshmallow and landing on the next awards fifty extra points.
Yes. It is rated Easy, uses a single button, has no enemies and no timer, and failure is always easy to understand.