Acorn Hollow Dash
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Acorn Hollow Dash
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How to play
- Walk onto an acorn to pick it up: a trap appears, and a door opens in the nearest tree for you alone.
- Walk into your own door to bank every acorn on your tail. Inside, nothing can hurt you.
- Step out of a dust line or a shadow ring before the log or the cone lands. A bonk drops your acorns.
- You have 90 seconds before winter, and a golden acorn counts three. Bank as many as you can.
- Kids Mode (tap the turtle): slower squirrels, friendly boings, no timer, and the pantry fills at 8 acorns.
Controls
- Phone or tablet: Touch and drag anywhere to steer. In Two Players the left half of the screen is squirrel 1 and the right half is squirrel 2.
- Mouse: Hold the button and drag to steer.
- Keyboard: W A S D or the arrow keys. Two players: W A S D and the arrow keys. Esc pauses.
- Gamepad: The left stick or the d-pad steers; two gamepads for two players.
Tips
- Bank early: your door is safe, your tail is not. The more acorns you carry, the slower you walk.
- A dust line or a shadow ring is a warning. Step out of it and the log or the cone misses you.
- Slip into your door just before a trap springs for a Phew bonus of 50 points.
- Your fifth door closes your oldest one, so decide which trees stay yours.
About this game
Acorn Hollow Dash is a squirrel game with a sneaky twist: every acorn you grab makes the meadow more dangerous, and gives you a safe place to hide.
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Pick up an acorn and two things happen at once. A trap pops up somewhere in the meadow: a rolling log with a dust line to warn you, a pine cone that thumps down inside a shadow ring, a sticky sap puddle, a bouncy mushroom or a swinging branch. And a door opens in the nearest tree, with your own tail pattern on it. Only you can use that door. Walk in and every acorn on your tail is banked for good, and nothing can touch you while you are inside.
So the question is always the same: one more acorn, or run for home? The more you carry, the slower you go, and the more traps stand between you and your door. A golden acorn is worth three. Slip into your door just before a trap springs and you earn a Phew bonus. Open a fifth door and your oldest one grows over.
Five short lessons teach one idea each, with a ghost hand that shows the first steps. Then come 25 meadows with more trees, more traps and faster logs, and a Daily Meadow that is the same for everybody. Every acorn you bank earns new tails for your squirrel. Play alone, or with a friend on one screen: each squirrel can only use its own doors. Kids Mode (tap the turtle) makes the squirrels slower, turns bonks into friendly boings and removes the timer. Free in your browser on a phone, tablet or computer.