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This is a sequel to Bird Tapper: Purple Platoon Panic!
We strongly recommend playing the original first! Mastery of the mechanics from the original Purple Platoon Panic is absolutely necessary in order to complete these ultra-challenging new courses...
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Oh no! Bird Tapper's sweet ride got stolen by a gang of ninjas!
Now its time for revenge.
Bird Tapper vs the Krampus Fellowship Clan features over a dozen new levels for Purple Platoon Panic made by members of the community. Why isn't it called the Purple Platoon Panic map-pack, you ask? Because it's more fun this way.
Featuring secret unlockable characters!
They are also playable in the original Purple Platoon Panic once you unlock them here.
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Keyboard, gamepad & touchscreen input supported.
Credits:
Creators of the original game
Music
KoffiDuck, Stannco, Starturbo, Paytonio, Roverkibb, ChiliBeanies
Level design
Version 35 - patchnotes
Chapstick and Soda likes this.
make a game where you can move.
write a review where you play the game
Skill issue I’m afraid
loser says what
Certainly nice to see an expansion pack for this game as I do enjoy it a lot...but sometimes, I enjoy it more in theory than I do in execution, and unfortunately many of the problems I had with the initial release are still present here.
I definitely still sing the same praises I did before: love running a track just to beat it the first time and then go back and puzzle out ways to build up a combo for that gold, and I love subtle touches like how animated the menu is when it calculates your score and unlocks new stages, as well as the way the sounds get higher-pitched as you're building up a combo. It's definitely a neato game, and the new levels add some great variety and innovations!
But yeah, I still have the same problem where every time I'm getting into a flow state, something gets in the way and brings me out. Part of it is my fault where I just can't accept the odd way that the character moves: those awkward states where, for example, you slide down off a wall and you're just standing there like a goof and need to punch to start moving forward. But another part is that the game just feels so buggy and inconsistent at times, especially when it comes to edge cases: I've had plenty of times where I lose a flap charge for no reason that I can see, I try to do an uppercut while on a wall and sometimes he just punches in place and falls down, I do a punch that gets me killed because I'm too close despite the fact that I can see a frame of my punch hitting them first, and so on.
Definitely a lot of potential and I want to love it, but it just feels like it is lacking that smooth polish and intuitiveness that challenging games like this need to have to make it feel fair.
controls are super annoying and have no clue how to master them but cool concept
i have found this game to have many bug. that means this game much bad. but these community levels so i think "maybe community bad" but then i think again and think "maybe community community of bad game" and then i think again and think "game much bad" and then i stop thinking to look at the game and then i think again and think "this game" so your game is much bad but also game so not very much bad thank you
Why are you larping as a retarded caveman?