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SoCoder -> Showcase Home -> Platformer

Created : 13 May 2017
Edited : 29 May 2017
System : Cross Platform
Language : Monkey


A fun, exciting, platform flapping adventure

Windows Download
All Other Versions
Flap your way through room after room, in this flapping crazy adventure.

Beware of the spikes (Dislike!!), and watch out for the giant flaming things.



Saturday, 13 May 2017, 07:36
Fuck yeah!!! I'm gonna play the fuck out of this later.
Saturday, 13 May 2017, 10:31
Cool! Even the Wifey wants to play this one!

I am loving those high score boards btw
Saturday, 13 May 2017, 14:30
You're certainly whooping my arse on the scoreboards!!

Glad you both like it
Sunday, 14 May 2017, 09:45
Triston likes it and Layla, she managed to get across stage 1 from platform to platform, which is pretty good for a 3year old!
Sunday, 14 May 2017, 10:01
I really enjoyed it, too.
I wasn't expecting to find a breakout from the Read Error A collection, but this seems to be one!

I've also been wondering how it might work on a touchscreen, but.. nope.. no idea.. unless I wimp out and do an onscreen touchpad and button...
Sunday, 14 May 2017, 16:29
It would port to anything else really well though, possibly even the fairchild channel F!

Mmmm NES port......
Sunday, 21 May 2017, 14:39
I must admit, this game plays great on the new GPD handheld thing
Sunday, 04 June 2017, 15:04
Hehehe, just aced Easy Mode
Sunday, 04 June 2017, 15:06
Ohh, I mean, you *could* use the angle of the touch screen to control the horizontal movement... perhaps?
Monday, 12 June 2017, 05:51
Done playing Flappadiddle, can't get past the top 5 high scores anymore.

The extra block of platform collision is taking too many lives when there is only 1 block gap with the spikes. I may have to to replace the keyboard.
I would rate this as the best game of the year so far.
Monday, 12 June 2017, 06:26
Yeah, the game's turned out really well, even with all its quirks.
If I do decide to expand it to iOS, I really have to come up with a better touch-based control scheme, though, and fix up those really evil spikes that crop up from time to time.

It'd be nice to have on iOS, but not exactly as it is, right now.
Monday, 12 June 2017, 08:18
The quirks are what make it great though, yuo can use the quirks to your advantage in certain gameplay situations, I love that!
Monday, 12 June 2017, 08:20
The reduction of controls to touchscreen would cause enough issues, that any quirks are then amplified to frustrating proportions.
It's a difficult balance, especially when dealing with a teensy tiny phone's screen.
Saturday, 05 August 2017, 06:14
Still playing this one and loving it
Saturday, 05 August 2017, 06:27
Yeah, I really need to tackle the iOS controls for this one...
Thursday, 18 January 2018, 10:16
Played Flappadiddle today after six months and wanted to share my thoughts on why I felt it was the best of 2017 AGAW games.

- Platforms are made visible one by one that keeps the player guessing.
- Reaching the next platforms faster brings more points.
- Five fixed zones give players some familiarity on approximately where the last platform will appear to turn fast for the last one.
- Pleasant background score and catchy sounds for landing on the platform and clearing the level.

For Flappadiddle 2 would love to see the below features.
- Bonus points for the first platform.
- Some powerups that can be picked up in levels which can be used in later levels to stop the rotating spikes when the player is near it and freeze it at a particular moment. (In the current game some levels are impossible to cross as there might be two rotating spikes rotating in opposite directions)
- Another powerup to make the bird stay in autoflap mode at the same height to take a breather or use the powerup in the point above to freeze a rotating spikes.
- Another powerup to blast a few spikes.
Thursday, 18 January 2018, 10:20
I, too, have been thinking about "Flappadiddle Doo!"

Scoring mechanics are being completely redone. The timing thing really wasn't working out, especially when the "next" platform was all the way across the screen.
A different plan is in mind for the scores.

Powerups will be considered, but also "Different bird = different abilities" would be a nice way to do that.
Thursday, 18 January 2018, 10:36
The bonus time counter can be set to some multiple of the difference in zone number between the current platform zone and the next visible platform zone.
Thursday, 18 January 2018, 11:45
Maybe a single level bonus, but the per-platform doesn't seem to work as well.
It was one of my main issues when I first wrote the game. Trying to add a bonus where it just didn't work.
But, no, I've thought things through, and I'm ready to add a new way of scoring
Sequel will probably be the first game of the year, once I've finally finished this bloomin' framework!!

.. And got the site working properly!
Friday, 19 January 2018, 02:57
I'm excited to see how this turns out! As you might have guessed, love flapadiddle!
Friday, 19 January 2018, 03:07
You do!?!?
Friday, 19 January 2018, 03:41
Well, maybe just a teensy bit XD
Wednesday, 24 January 2018, 07:59
Might have just beaten my hard mode top score, hehe
Wednesday, 24 January 2018, 08:21
Way to go @ryan, your current top score approx 700 points more than your previous hard mode high score and 1100 points more than my last updated hard mode high score.
I usually get to points more than 1000 with all 4 lives and will get a opposite rotating spike to lose most of the lives.
Wednesday, 24 January 2018, 08:24
@jeyankai the new look scoreboard page looks great.
Wednesday, 24 January 2018, 09:14
Whoa, there's a lot of games with high scores on there!
Wednesday, 24 January 2018, 09:21
Sturdy Framework Code FTW!!!
Thursday, 25 January 2018, 07:13

View on YouTube
Friday, 26 January 2018, 01:40
Woo! Otakupunk lives!