Very short, but also very fun! Figuring out how the hero's navigation mechanic worked was a neat little puzzle, a little more intricate than I expected.
There's a fun little bug that I believe I know the issue of. Essentially, enemies can "ride" other enemies if the above enemy moves downward onto another enemy (easiest way is to spawn the second enemy directly below an already existing one), and only detaches once the above enemy tries to move upward. This is likely because you forgot to set the "Motion Mode" of your CharacterBody2Ds to "Floating" (typical for top down games) from "Grounded" (typical for platformer games), which essentially treats the bottom enemy as a moving platform. Doing this, you can ferry a Cyclops with a Bat for a short period, which is a fun kind of emergent gameplay. Maybe something to turn into a feature if you ever expand on it? ;P