I'm glad to hear you're having a bun-tastic time, as well as enjoying the updated crank control options, and the slight revision in the 1.2 update!
I think that the question on spike invincibility might be just the tip you'll need to complete 3-5 with! When holding a plant, the few seconds of invincibility take place, but if empty-handed, you'll lose a life right on the spot. The trick to 3-5 is really about determining just where to either jump or fall across gaps, and collecting enough Pikk-Plants to navigate those spikes! Good luck with the level!
And, thank you for the great comment! 🐇
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I'm definitely glad to hear that the gameplay had caught on over time!
With the size of the game, part of keeping things interesting was that small time window right there, and I'm glad that, in practicing those levels, the game became easier for you! As the game builds up in difficulty across the span of levels, it's good to get in practice with the shifts per level, all building up toward that final stage, a real test of your understanding of the game's mechanics!
I can totally understand the comment on the crank orientation too, the motion translates to picking up the plant in concept, but if it doesn't work too well for comfort, then it takes innovation and makes it into inconvenience. Given that cranking clockwise is what most of us are used to anyhow, and it wouldn't be too big of a change to the gameplay, it's something I can totally implement, like... right now! In the new build, there's "original", "inverted", and, "crankless" control schemes!
I'm glad you like the style of Rikki and the menus too! Your feedback is totally appreciated, through and through!
This game feels absolutely wonderful! I've been playing it for a good few weeks now, and, while I'm late to the release party, I'd have to say, it feels like the game's just as fresh as ever, every playthrough, with every character. Taking different aspects of each character's history in games, and putting that to the test in levels that account for seemingly every character's abilities, it feels good in momentum, in level design, in menu and mechanics, and at that, sounds great too.
