THE GUIDE
HOW TO PLAY
One tap does everything. Here is what it does, what you are running into, and how to open every world.
CONTROLS
Your slime runs right on its own. Tap anywhere on the screen.
ON THE GROUND: HOP
A quick tap is a small hop, about two and a half tiles. Hold it for a full hop, about three and a half. Even the quickest tap clears a wall.
IN THE AIR: GOO JUMP
Your slime spits out a goo block below itself and bounces off it, always at full height. Each goo jump costs one piece of slime. You can goo jump as often as you have slime to spare.
Two small helps keep taps fair. A tap just after running off a ledge still counts as a hop. A tap just before landing hops on landing instead of spending slime (unless you are about to land on spikes, then it goo jumps at once).
YOUR SIZE
You start at size 5 and can grow to 8. Your size is your health bar: the pips on screen show it.
- A goo jump costs 1.
- A droplet gives 1 back, up to size 8.
- At size 1 your slime keeps its last piece: a mid-air tap just fizzles. Find a droplet.
THE COURSE
DROPLETS
Grow you back by one size. Breathers with droplets often follow a hard stretch.
GEMS
About one every 60 to 80 metres. Spend them on skins, trails and continues.
SPIKES
Cost 2 sizes and bounce you up, then a moment of safety. With too little slime left, spikes end the run.
PITS
Fall in and the run is over. Wide ones need a goo jump or two.
WALLS
Stop you without hurting you, until you hop over.
The first 150 m only need hops. After that gaps get wider and spikes sit on landing spots, and past 500 m the run slowly speeds up.
CONTINUE
Once per run you can continue: back to the last safe ground with at least size 3, waiting for your tap. Pay with a rewarded ad or with 10 gems.
DAILY CHALLENGE
One course per day, the same for every player, always in the Meadow, with one goal for the day: reach a distance, collect gems, go a stretch without a goo jump, or pick up droplets. Reach it and you earn 20 to 40 gems, once that day, the moment it happens. The run carries on as usual.
WORLDS
Pick a world on the home screen before you run. Each one has its own best distance and its own twist. Open worlds need both of their conditions. Secret worlds have one, and the game only gives you a hint.
| WORLD | HOW IT OPENS | TWIST |
|---|---|---|
| MEADOW | Open from the start | The classic. Where every slime starts. |
| FOREST | Reach 2000 m in the Meadow and earn 5 achievements | Fallen logs: walls come up twice as often. |
| RIVERSIDE | Pick up 60 droplets in one run and reach 1500 m in the Forest | Rivers: wide gaps twice as often. |
| DESERT | Reach 3000 m in the Riverside and play 100 runs | Heat: you shrink every 10 seconds, but droplets are everywhere. |
| SNOW | SECRET: TOO MUCH SUN | Ice: 15% faster from the very first step. |
| JUNGLE | Reach 4000 m in the Forest and pick up 300 gems in all | Springy leaves and thorns: bigger jumps, more spikes. |
| RUINS | SECRET: TREASURE IN THE TREES | Traps: spikes two and a half times as often. |
| CAVE | SECRET: SOME FIND IT BY FALLING | Darkness: only a pool of light around your slime. |
| VOLCANO | Reach 5000 m in the Snow and travel 50000 m in all | Heavy air: stronger gravity, higher jumps, faster run. |
| CITY | Complete 30 daily challenges and have 6 other worlds open | Rooftops: gaps twice as often and a faster start. |
| SKY | SECRET: CLIMB HIGHER | Thin air: lighter gravity and wide gaps between clouds. |
| MOON | SECRET: ONE SMALL STEP | Low gravity: long, floaty arcs with the Earth overhead. |
The daily challenge and How to Play always run in the Meadow. Every course piece in every world is tested to be clearable with that world's physics.
WARDROBE
Skins change how your slime looks. Trails change the goo blocks your jumps leave behind. Nothing changes how the game plays, and nothing is random: every price is fixed and shown.
- CLASSIC
Free - MINT
Reach 500 m - LAVA
Reach 1000 m - FROST
Reach 5000 m - GOLD
Reach 10000 m - BERRY
150 gems - GRAPE
300 gems - CANDY
500 gems - SHADOW
1000 gems - GALAXY
Premium - RAINBOW
Premium - GHOST
Premium - NEON
Premium
TRAILS
- MATCH
Free, your skin's own goo - SKY
50 gems - SUNNY
100 gems - BERRY
100 gems - NIGHT
150 gems - SPARKLE
200 gems
Distance skins count your best run in any world.
ACHIEVEMENTS
- FIRST STEPS
Finish How to Play - ROLLING
Reach 100 m in one run - GOING PLACES
Reach 500 m in one run - KILOMETRE
Reach 1000 m in one run - LONG HAUL
Reach 2000 m in one run - MARATHON
Reach 5000 m in one run - LEGEND
Reach 10000 m in one run - GOOEY
10 goo jumps in one run - PURIST
300 m without a goo jump - LAST DROP
100 m at the smallest size - FULL TANK
Grow to the biggest size - COMEBACK
Continue, then beat your best - HOPPER
500 hops in all - COLLECTOR
Pick up 100 gems in all - WANDERER
Travel 10000 m in all
TIPS
- Save slime for the wide gaps. A hop is free; a goo jump is not.
- Goo blocks stay where you left them and are solid from above, so you can land on your own trail.
- A small slime is fragile, but spikes cost 2 either way. Keep at least 3 when the course gets spiky.
- Stuck? Settings has How to Play, a short guided run you can replay any time.
Still stuck? The support page answers the common questions.