There's little more horrible than knowing that you were just one short of your goal. And this game was clearly designed by sadistic madmen, since it offers no short supply of that feeling.
Why don't you put the music that plays on the map screen in the actual levels so we don't have to listen to silence? Or any music really, but I suggest that particular move because most people aren't going to stick around on the map screen just to listen to the music and it's going to waste.
The humor was excellent and the music was catchy, but the gameplay itself was mediocre at best. The levels are boring to look at and to play, the antigravity schtick is very buggy and has been done better by others in the past, movement speed is too slow, and jumping is too weak. You excelled in packaging, but fell flat in the area that mattered most, which is why I'm giving this game a 2/5.
Where can I buy one of these cups that keeps sugar from spilling out even when gravity gets inverted? Because I could really use that for my space cooking classes.
Alright, please disregard my last two comments, because I have it figured out. It seems that every time it has to load a large object, like a house or the interior of a building, the controls stop responding until it's fully loaded. So either the entire level needs to be loaded at once and kept in memory the entire time, or some code has to be shuffled around to make control input take priority over graphics loading. (I know nothing about Flash, though, so maybe neither of these things can be fixed.)
I was having weird problems with Fancy running top speed after I let go of the key or tried to switch direction, as well as delayed reactions in jumping. After getting the badges, I used the "Reset all data" feature, and that somehow fixed it.
For some reason, I found that when I clicked "Return to Squiggleville" on the cutoff screen and continued to play, most but not all keyboard presses and releases seemed to register about a second too late, leading to Fancypants running full speed well after I stopped holding the button, or not falling to slide into an enemy until it was far too late.
I'd prefer to just hold ctrl when I wanted to spin the camera, and not hold it when I wanted to drag. As a matter of fact, I found myself unconsciously doing just that.
I can see why you chose candy as a main theme for this game. They are so much alike; delicious to consume, and you feel tempted (or in this case, compelled) to consume it for hours on end, but when you do, it leaves you with a major stomach/head-ache.