🌸Petal Crash 2 is OUT NOW!!🌸

🌸Petal Crash 2 is OUT NOW!!🌸

@petalcrash.com

The original arcade action puzzler that everyone loves! Featuring local and online multiplayer!

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If you've unlocked a lot of titles in Petal 2, you may have noticed that "Bunny" / "Rabbit" / "Bunny Rabbit" are a set but "Puppy", "Dog", and "Puppy Dog" are separate. The reason for the inconsistency is because whoops

Thank you so, so much to everyone who visited us at PRGE this year!! We got such a great reception for Petal Crash 2! It was especially heartwarming to see kids play it with their parents... The next arcade puzzle generation.....

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A surprise appearance?? Petal Crash is joining @pigsquad.com for another event at Vancouver Games & Music Festival tomorrow!! Check out vgmf.live for more info! We'll be showing off Petal Crash 2 and Petal Crash for Neo-Geo, and selling merch like pins and posters!

vgmf.liveVancouver Games & Music Festival | Join the Celebration — Get Your Tickets TodayJoin Vancouver's premiere Games & Music Festival on June 13, 2026, featuring live performances, gaming, and community activities. Experience local talent and creative fun.
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What we've got going right now, which I'm pretty confident in as the solution, is that we now factor in the amount of garbage an opponent is already dealing with when calculating how much garbage to send. You can still land the big attacks from the first game, but follow-ups are weaker.

Landing a big hit is satisfying and effective, and taking a big hit is scary, but the player in disadvantage has a much better chance of clawing back out. We're seeing some dramatic turnarounds in testing - I can't wait to see the high level players go at it!

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One thing we struggled with was that garbage attacks in Petal 2 let you get a lot more momentum than they did in the first game, so matches often decided by who was able to land a big attack first. It was easy to snowball into victory and very difficult for the defending player to recover from.

We tried lots of solutions! The first was just to reduce the amount of garbage sent, but making a big chain to land a small attack was no fun. We tried various comeback mechanics associated with clearing garbage, but they were always so strong that getting attacked was a good thing!

Balancing the CPU players has been a big challenge, especially since the process has exposed a lot of balance issues in the game itself! I think we're really close to getting it dialed in, though - versus matches are feeling really fun and dynamic with the tweaks we've made.