How to play Cheeky Kick
To play Cheeky Kick, press Play, then tap where you want the ball to go. Hit walkers on their pink cheeks to score, keep hitting in a row to build a combo, and hit dogs and penguins while they wiggle at you for double points. A round lasts 60 seconds.
Controls
Tap to kick (easiest)
Tap or click anywhere in the park. The ball flies from the kick spot at the bottom toward the place you tapped and gets there in under half a second. If you tap on or close to someone’s pink cheeks, the kick automatically aims a little ahead of them, so the ball arrives where they will be rather than where they were.
Drag to kick (more control)
Press anywhere, drag backwards like pulling a slingshot, and let go. A dotted line shows where the ball will go and a power bar fills as you pull further. Use it for long, hard shots and bank shots off the park’s edges.
Choosing a ball
Under the game you can switch between the soccer ball, which is small and fast, and the beach ball, which is bigger, a little slower and easier to land. Up to three balls can be in play at once, so you never wait long between kicks.
What counts as a hit
Every walker has pink cheeks on the side facing away from where they are heading. A ball that touches the pink cheeks scores. A ball that hits the front or side of a walker bounces off with a “Not the cheeks!” message and scores nothing. Walkers sometimes spin around, which moves their cheeks to the other side, so watch which way they are facing.
Scoring
| Target | Base points | While teasing |
|---|---|---|
| Jogger | 10 | Joggers don’t tease |
| Dog | 15 | 30 |
| Penguin | 20 | 40 |
| Golden dog | 75 | 150 |
| Golden penguin | 100 | 200 |
All points are then multiplied by your current combo.
Combos
Your combo starts at ×1 and goes up by one with every hit in a row, to a maximum of ×9. If a ball stops or leaves the park without hitting any pink cheeks, the combo drops back to ×1. One ball can bounce off one walker and into another, so a single kick can keep a streak going.
Teasing animals
Every few seconds a dog or penguin stops, turns its back to you and wiggles, with a little “na-na!” above its head. It stands still for about a second and a half. Any hit during the wiggle scores double and earns a “DOUBLE BOINK!”.
Getting faster
As the clock runs down, walkers move quicker and arrive more often, so the last 20 seconds are the busiest and the best time to build a big combo.