Really cute interface and nice polish. Makes it fun to experiment! Not sure if it's an issue on my end, but the scrolling occasionally became very slow (using two fingers on laptop touchpad to scroll).
Damaskino
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I remember me getting to around 6-7 with farfama, we kind of got the farthest when P2 just held down and P1 just focused on getting through it somehow, essentially turning the game into regular flappy bird, but I'm sure you can get farther when you actually learn to work together.
Very neat idea and a cool icebreaker for events like these!
I like the bounciness on the release! Pretty neat and a little unsettling how the eye rolls back when the character starts vacuuming. :D
You could probably have some fun with the physics and do some physics-based puzzles with it, maybe even cooperative puzzle where you have to pass objects along or have some interactions between different object types.
Hi there! Thanks for playing! We did consider a level selector but couldn't put it in the recent update due to time and RL constraints unfortunately. Pet also made some changes in the old levels to help reinforce some concepts for the later levels so some of the old ones are "remixed" to help you solve the newer levels so there could still be a couple of new things to see even if you are familiar with the old version. Would be happy to get back to you in this thread if we do end up putting in the selector though 👍
Nice cover and art direction! The animated loading screen is a nice touch. Visually it really feels like coming out on the other side, when you reach the end and you go from the previous landscapes to the bright ending screen.
The deadly plants are visible enough but could perhaps be emphasized more visually with a brighter color to make them stand out more against the environment.
Gameplaywise, you could experiment with not having the dialogue pause the game in some parts to preserve the flow of the game more, since it does feel like the dialogue takes control away from the player at times. I do see that it makes sense in some parts to have a pause like when you need to find a safe place to land.
Personally I felt the jumps themselves were fine (we are not in the real world after all), but you might want to disallow the player from perma-jumping when holding down the jump button, but that's just what I'm used to from most platformers.
Props for doing it solo, I think you've managed to deliver a very well-rounded package. Keep it up! :)
I like that you took the time to set the stage with the text prompts at the beginning. To me the occasional fast units and big enemy waves were very succesful at creating tension and mixing up the pace. It would be handy to be able to look up the different towers during or before the start of the wave. Overall, good fun and +1 for using Godot, it's nice to see some other engines being represented as well!
As others have already mentioned, level 3 is a bit of a spike and could have probably been half the size/complexity for a gentler progression.
I like tinkering with the different values to get past the obstacles, I kept saying "Maximum Speed" and "Speed and Weeiiight!" to myself while adjusting the stats between the characters, very cool and innovative approach to the theme!


