First off, thank you for the detailed feedback and suggestions!

only having to find one object in a small grid makes it a lot more about luck. I think I managed to pass five screens in a row where the first click uncovered the thing I was looking for immediately.
You won't believe it, but that was part of our design (although now we're beginning to see that it might be horrendous in a way). Players who just wanted to complete the game would proceed to the next level as soon as they found the key. Players who've completed the game and/or want a higher score/challenge, can proceed to solve the rest of the grid, even after finding the key. A lot of times, this will be actually required as solving more of the grid reveals more of the candy in that level which will be useful for surviving future tougher levels.
Also; there is little sense of progression when your reward for completing a screen is just another, identical looking screen - it quickly gets repetitive.
You're right, we'll try to add some more variety to each level.
I would advise making each grid much larger and with several keys/flowers/whatever that you need to find on each one. This would make you solve more of each grid and redress the skill/luck balance a little.
We could do that for the PC version which has large screen resolution. However, for the PSP (and upcoming iPhone) version, we can't make the grid larger without having the user to scroll the view. (Actually, this game was originally designed to be an iPhone game; we're releasing PC/PSP versions partly because our engine supports it without any extra effort, and partly because we thought we'd get feedback from more players during the development phase).
To make it more interesting you could also try adding other elements as you progresss - for example as well as the health-restoring sweets you could also include other collectable powerups like bombs that you can use to clear traps, lightning bolts that could clear an entire column, etc.
Those are very good ideas! We'll implement such ideas in future updates. In fact, the newest trap - poison carpel - was one such step towards special objects.
Thanks again for the feedback; we really appreciate it!
We just have one question: Did you play the PC or PSP version of the game?
