Hero Selection and Unique Abilities
At the start of each run, players choose one of three heroes: Catboy, Owlette, or Gekko. The choice matters because each character handles obstacles differently. Catboy jumps higher, which helps clear larger gaps. Owlette reveals hidden orbs that are otherwise invisible. Gekko smashes through barriers that would stop the other two. These abilities are triggered by collecting colored amulets during play, so spotting the right amulet and reaching it becomes a small tactical decision.
Collecting and Dodging on the Rooftops
The core loop is straightforward: move across moonlit rooftops, grab glowing orbs, and hunt for gold amulets that are harder to find. Villains throw obstacles that must be dodged to stay in the game. The challenge comes from balancing the urge to chase every collectible with the need to avoid incoming hazards. Since the game is designed for preschoolers, the difficulty ramps up gradually across 21 free levels, giving young players time to learn the timing.
Two-Player Mode and Family Play
The 2 Player tag means two children can play together, which turns a solo collection run into a shared activity. Cooperation or friendly competition can emerge naturally as each player controls a hero with different strengths. The game avoids third-party ads and includes a parental gate for any in-app purchases, keeping the environment predictable for families.
Progression and In-App Shop
All 21 levels are free to play, and completing them is the main measure of progress. Additional content is available through the in-app Shop, with purchases protected by a parental gate. This structure lets families try the full core game before deciding whether to buy extras.
Editorial Notes