Grab a friend and get ready to swing! You both control the inseparable octopuses, Ten and Tango, on a mission to swing and jump through treacherous terrains to defeat the evil Chef Murgo. Don’t let the cute visuals fool you—this quirky co-op platformer is as challenging as it is charming. Every jump, swing, and tentacle bend requires precise coordination as you navigate traps, obstacles, and enemies. Whether playing solo or in local co-op, teamwork is your only path to victory, because after all, it takes two to tango!
Unique Co-op Gameplay
Bound together, you and your partner must synchronize your movements to overcome every challenge. Use momentum, timing, and teamwork to swing across gaps, avoid traps, and defeat enemies. In Tentacle Tango, even the smallest misstep can send you both tumbling, adding to the game's deceptively tough nature.
Diverse Worlds to Explore
Each world brings new, progressively challenging obstacles—from crumbling platforms to intricate puzzles that require perfect coordination. The difficulty ramps up with every level, demanding quick reflexes and flawless teamwork.
Solo or Local Co-op
Play solo, controlling both characters, or team up with a friend in co-op mode. Whether you're flying solo or partnering up, success hinges on perfect synchronization and timing.
Leaderboards and Achievements
Climb the leaderboards by setting the best times, and compete with friends or globally to prove you’re the ultimate tandem team. Achievements await those who master the tango of teamwork.
Cute, Yet Challenging
Don’t be deceived by the cute art and charming animals. Tentacle Tango may look like a lighthearted adventure, but underneath is a tough, skill-based challenge that tests your patience and precision. Success requires sharp timing and flawless coordination.
Ready to test your teamwork? Tentacle Tango will put your cooperative skills to the test—because it truly takes two to tango!
While the game is meant to be difficult, many of the challenges presented in the latter half of world 1 were more difficult than intended for that stage of the game, so were making most of those levels easier.
Spikeridge Pathway
Spikeridge Pathway is still too much of a difficulty spike for our liking, so were adjusting the distances to certain spike walls that have been causing frustration.
Adjusted the positions of the spike walls and the second broken platform in the segment after Checkpoint 2.
[/*]Made the wall next to the small grass platform after Checkpoint 3 bigger.
[/*]Moved the pointy wall next to the broken platform after Checkpoint 4 away to give more space for arm adjustment.
[/*]Added wooden platforms connecting the small grass platforms right before Checkpoint 5.
[/*]Added more space to the grass platform after the Pearl segment between Checkpoint 5 & 6.
[/*]Also added wooden platforms connecting the grass platforms leading to Checkpoint 6.
[/*]Removed some of the spikes next to the middle wooden platform in the last segment. Its now possible to stand on that platform with neutral arm length.
[/*]Moved the Starfish away from the spike walls at the end of the level.
[/*]
A Cloud Away
A Cloud Away is the first time-sensitive level in the game, and that alone seems to be difficult enough, so were trimming down some of the spike walls to make it easier to traverse.
Made the following changes to the segment between the start and Checkpoint 1:
[list]Made the first spike wall encountered in the level smaller.
[/*]Moved the spike walls found on the left further to the left.
[/*]Moved the spike walls found right before the first checkpoint a little to the right.
[/*]
Moved the small spike wall stopping the player from attacking the first enemy on the left before it stepped on the cloud platform.
[/*]Made the following changes to the segment between Checkpoint 2 & 3:
Replaced some of the spike walls next to Checkpoint 2 with stone walls.
[/*]Moved the spike pillar on the edge of the bridge to the center of the bridge.
[/*]Widened the second wooden platform, making it easier to avoid the spike walls
[/*][/*]Moved the spike walls next to the small bridge leading from Checkpoint 3 to the Starfish to the right, making it easier to see the bridge (this doesnt affect the difficulty of the segment).
[/*]Destructive Learnings
Destructive Learnings was never meant to be as tricky as it currently is, so were moving some spike walls and adjusting the positions of platforms to make some segments easier to understand.
Moved some of the spike walls between Checkpoint 4 & 5 that could cause an unavoidable death if a swap was made near them even if the arms were fully retracted.
[/*]Made the following changes to the segment between Checkpoint 5 & 6:
[list]Moved the living platform and its Checkpoint (5) closer to Checkpoint 6, to decrease waiting time after respawning.
[/*]Moved the broken platform closer to Checkpoint 6.
[/*]Widened the wooden platform at the end of the segment to allow for emergency swaps.
[/*]
A Quest to Fetch
A Quest to Fetch is a long level that requires a lot of thinking, and on top of that, some tight inputs. Combined it makes for an exhausting level to play, so were widening the margin of error to put the emphasis on the thinking aspect.
Adjusted two of the rock walls before the first Checkpoint to be less punishing to hit.
[/*]Made the following changes to the segment between Checkpoint 2 & 3:
[list]Moved the spike wall next to the first cloud to give more room to spin.
[/*]The pushing enemies now move in the opposite direction.
[/*]Pushed back the two broken platforms next to the two clouds a little to give more room to spin.
[/*]
Replaced one of the broken platforms to the right of the long bridge between Checkpoint 5 & 6 with a regular wooden platform.
[/*]Moved one of the spike walls back a little during the cloud ride after Checkpoint 7 to increase reaction time.
[/*]Added a new Checkpoint right before the final cloud ride.
[/*]A Spiky Rescue
A Spiky Rescues main theme is smashing walls under pressure, either from the enemies chasing you, or the cloud carrying you into spiky walls. However, the difficulty of the theme is a bit too intense, especially in co-op, so were toning it down a notch.
Made the following changes to the segment between Checkpoint 3 & 4:
[list]Removed the wall to the right of Checkpoint 3.
[/*]Made the cloud trip longer, spacing out the spiky pillars more to increase reaction time.
[/*]Adjusted the walls on both sides of the clouds passage to accommodate the above change.
[/*]
Moved the invincible enemy from behind the wall separating Checkpoint 4 & 5 to its own little island in line with Checkpoint 5.
[/*]The Cloudy Cove
The Cloudy Cove features several gauntlets of enemies to get through, which is difficult on its own, so were scaling down the difficulty of the surrounding parts in some of those fights.
Made the following changes to the segment between Checkpoint 2 & 3:
[list]Added a new checkpoint underneath the first flying enemy.
[/*]Removed the spiky walls next to the first flying enemys platform.
[/*]Adjusted the platforms to accommodate for the new checkpoint.
[/*]Moved the second flying enemy and its island further back.
[/*]
Replaced the broken platform at the very end of the second to last segment with a regular wooden platform.
[/*]Walking the Plank
The start of the ending segment in Walking the Plank had little room for error to the point of frustration. So were dividing the broken platforms into smaller chunks to help mitigate that.
Doubled the amount of smaller broken platforms alongside the rock wall in the ending segment.
[/*]
Minimum Setup
- OS: SteamOS 3.0
- Processor: AMD Zen 2Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: AMD RDNA 2
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