How to Play Feed The Monster: Rope Cutting, Timing and Star Tips
A piece of wrapped candy hangs from one or more ropes. Below it, a hungry green monster waits with its mouth open. Swipe across the ropes, let gravity take over, and if your cuts were good the candy swings, drops and lands right in the monster's mouth. Feed The Monster is a short physics puzzle where the right answer is often less about which rope to cut and more about when.
This guide explains how the physics behaves so you can predict a swing instead of hoping for one.
How the game works
Drag your finger (or mouse) across a rope to cut it. A single swipe cuts every rope it crosses, so if you want to cut just one rope, keep your stroke short and away from the others.
One detail changes everything: nothing moves until your first cut. The candy hangs perfectly still while you look at the board, so take your time. The physics clock only starts with the first swipe, and from then on the candy swings, falls and bounces in real time.
You win when the candy reaches the monster's mouth. You lose in three ways:
- The candy touches a spike bar and pops.
- The candy falls off the bottom or sails off the side of the screen.
- The candy comes to rest somewhere with no rope holding it, out of the monster's reach.
Each level also has stars placed along the candy's path. They aren't needed to win, but grabbing all of them earns a "PERFECT!" when the monster eats. The stars are a useful clue too, since they sit along the route a working solution takes.
Reading a swing
A candy on a rope is a pendulum. Once you cut one rope of two, the candy swings on the rope that's left, back and forth around the point where that rope is pinned. Two facts about pendulums do most of the work in this game:
- At the bottom of the swing the candy is moving fastest, and sideways. Cut it loose there and it flies off in a long, flat arc.
- At either end of the swing the candy almost stops. Cut it loose there and it drops nearly straight down from that spot.
So before you cut the final rope, ask yourself where the monster is. If it's directly under one end of the swing, wait for the candy to reach that end and then cut. If it's far to the side, cut near the bottom of the swing and let the candy's speed carry it across.
Beginner strategy
From level 3 onward, the obvious move of cutting every rope right away doesn't work. The levels are built so the candy needs to be released in a particular order, at a particular moment. A steady routine helps:
- Trace each rope to its pin. The pin is the center of the swing you'll get if that rope is the last one holding the candy.
- Decide which rope should hold the candy last. Usually it's the one whose pin sits on the same side as the monster, or above it.
- Cut the other ropes first. The candy starts swinging on the rope you kept.
- Watch one full swing before your last cut. You'll see where the ends of the arc are and roughly how long it takes to get there.
- Cut the last rope at the right point in the swing. Then watch where it lands and adjust next time.
When you fail, the floating message helps a little. "SO CLOSE!" means the candy passed near the mouth, so your plan was right and your timing was a little off. "OH NO!" usually means the plan itself needs rethinking.
Advanced techniques
Hooks: catching the candy mid-flight
Hooks show up from level 5, marked by a brass ring inside a rotating dashed circle. When the candy flies into that circle, a fresh rope snaps on automatically, with a length equal to the candy's distance from the hook at that moment. Now the candy swings around the hook instead.
That gives you a two-stage puzzle. First, release the candy so its path crosses the hook's circle. Then treat the hook rope like any other: it's a new pendulum, and you cut it at the right point in its swing. Hook ropes can be cut with a swipe just like the starting ropes.
Spikes: plan the whole arc, not just the landing
Spike bars arrive at level 7. They pop the candy on contact, so a release that would have landed perfectly can still fail if the arc clips a spike on the way. If a spike sits between the candy and the monster, you usually need a higher, slower arc (released nearer the end of a swing) or a different rope order that brings the candy around the far side.
Bumpers: bounce shots
From level 12 you'll meet round blue bumpers. The candy bounces off them hard, and they always give it at least a small kick even if it barely touches them. Think of a bumper as a way to redirect a fall. A candy dropping straight down onto the side of a bumper gets knocked sideways, which can be exactly what you need to reach a monster that's tucked off to one side.
Swipe precisely
When two ropes run close together, a long sloppy swipe can cut both. Cut near the candy end or the pin end, wherever the ropes are furthest apart, and keep the stroke short.
Common mistakes
- Cutting before you've looked. The board is frozen until your first swipe, so there's no reason to rush the opening cut.
- Releasing at the wrong point in the swing. If the candy flies too far, cut closer to the end of the swing. If it falls short, cut closer to the bottom.
- Ignoring rope order. Two ropes cut in the opposite order produce a completely different swing. If one order fails twice, try the other.
- Chasing stars at the cost of the win. Stars mark the solution path, but feeding the monster is what clears the level. Go back for a perfect run later.
What changes in later levels
The early levels add one new element at a time, with an on-screen tip: hooks at level 5 ("HOOKS GRAB THE CANDY!"), spikes at level 7 ("AVOID THE SPIKES!") and bumpers at level 12 ("BUMPERS BOUNCE IT!"). After that, levels mix them: three ropes at once, two hooks, two spike bars, or a hook and a bumper together. The window for a good cut gets narrower, so timing matters more and more. The layouts are precomputed and each one has a known working solution, which the hint uses.
FAQ
What does the hint button do?
It shows a faint trail of the candy's path in a working solution, highlights the next rope to cut, and puts a hand on it at the right moment. Time also slows down as that moment gets close. If you've already cut in a way that leaves the solution, the hint resets the candy (keeping any stars you collected) and shows "WATCH THE TIMING!".
Is there an undo button?
No. A cut can't be taken back. If a run goes wrong, the round ends and you can try again, or use the hint to reset and watch the timing.
Do I need all three stars?
No. The level is cleared as soon as the monster eats the candy. Stars are a bonus and a hint about the intended path.
Where can I find similar puzzles?
If you like the release-and-watch feeling, try Pin Pull, or draw a protective line in Save The Doge. For general advice on predicting motion, see How to Think About Physics Puzzles.