Two candies, two mouths — that is the whole difference
The first Cut the Rope gave you one candy and one Om Nom. Time Travel gives every level two creatures and two candies: present-day Om Nom plus one of his ancestors, or in the later sets his descendant. Both must be fed to clear the level.
This sounds like twice the same puzzle and is not. The two deliveries share one space and one gravity, so the cut that sends the first candy on its way usually changes what is still possible for the second. The question stops being which rope do I cut and becomes in what order do I solve two routes that interfere with each other.
The rule that catches most people
You cannot solve it by feeding whichever mouth is convenient. Each creature eats one candy, and one creature cannot eat both — so you cannot feed one and let the spare candy drop, and you cannot bank two candies into the nearer mouth. If a candy reaches the wrong creature or is lost, the level is over regardless of how well the other half went.
That is why order matters more here than technique. Look for the candy whose route is the more constrained of the two — the one with fewer ways to arrive — and plan the level around delivering that one on the schedule the stage forces. The loose one can usually wait.
Read the stage before the first swipe
Later eras stack hazards, and a swipe made before you have seen the whole board is how a solvable level becomes unwinnable on move one. Two mechanics are worth naming because they are not guessable:
Chain ropes cannot be cut by swiping. They only break on contact with the spinning blade, which means part of the puzzle is routing the chain into the blade rather than cutting it yourself.
Bombs push outward. A bomb detonates on contact with anything, and it throws objects in its blast radius away from itself. If you are timing a swinging candy, that reversal is the opposite of what intuition expects, and it is the usual reason a well-judged pendulum ends up somewhere impossible.
Bubbles lift candy off the screen unless you pop them, so a bubble is a timer as much as an obstacle.
The freeze button is the tool for a two-candy level
The game forces you to use freeze once, then never mentions it again, so most players forget it exists. It halts everything on screen — which is exactly what a puzzle with two moving candies needs, because it lets you stop mid-solve and read a board you are already halfway through instead of restarting to think.
Use it when the first delivery is in flight and you are no longer sure the second is still reachable. That is the moment freeze is worth more than any amount of reflex.
Stars, hints, and what is actually optional
Every level carries three stars, collected by steering candy through them. Clearing the level only requires feeding both creatures, so no single stage requires all three stars — but stars are the currency that unlocks later sets, so a run of one-star clears eventually stalls your progress and replaying earlier levels is the intended fix rather than a grind you invented.
Hints are finite. The advice worth repeating is to spend them when you need them, not when you want them: later eras assume you have internalised the earlier mechanics, and a hint burned on a level you would have solved is one you will miss later. Star totals also buy super powers, of which telekinesis is the useful one — it bounds the stage so candy stops falling and can be steered, and it makes candy immune to hazards, which is a three-star tool rather than a way to clear a level you are stuck on.
The eras, and why they are not reskins
ZeptoLab lists the Middle Ages, the Renaissance, a Pirate Ship, Ancient Egypt, Ancient Greece, the Stone Age, the Disco Era, the Wild West, an Asian Dynasty and the Industrial Revolution, plus the Future and a Parallel Universe, across 160+ levels — the most Om Noms of any game in the series.
Each set introduces its own obstacle rather than redecorating the last one, which is the practical reason difficulty rises in steps instead of smoothly. Arriving in a new era and immediately failing is the game teaching a mechanic, not a wall.
Where this version runs
This is ZeptoLab's real game, played in the browser through our licensed feed — nothing to install and no account. Unlike Cut the Rope 2 and Magic, this one is built for a wide screen, so a desktop or a phone held sideways fits it best. Progress is kept by the game in this browser, so another device starts over.
Sources
Mechanics above were cross-checked against ZeptoLab's own game page, Wikipedia, Gamezebo's walkthrough, iMore's tips and Level Winner. Where they disagreed, this page leaves it out — the mobile app's paid world unlocks are deliberately not described here, because they are App Store purchases that do not apply to the browser version you are playing.

















