Thanks a lot for the video! There is a ton of things that I will take notes of for the next update. Also I noticed you didnt realize it, but you found a curiosity the very first time you poked a toad, which happens in 1 out of 400 times. I imagined that would eventually happen, but not on the very first video ever made about the game. The sleeping toad waking up is also a small easter egg.
It is a shame you got stuck on that puzzle. All puzzles are designed to be done with minimal reflexes and a little bit of timing, but there is a couple things that make some testers have difficulties on that puzzle specifically. It will be addressed in the next update.
Pretty clever puzzle game. I like how more mechanics were introduced evolved between each level. I got a bit confused during the 1st level because I thought you had to keep poking them. But very fun!
Only bugbear is swapping between fairies is a bit clunky. I wish there was a smoother way. Like if you assigned the Fairies a number and pressing a number key 1-9 would swap you straight to that number.
Thanks for the feedback, I'm glad you had fun with the demo!
>I got a bit confused during the 1st level because I thought you had to keep poking them. This is something I noticed a ton of people not realizing. Some changes in the early levels will make it clearer.
>Only bugbear is swapping between fairies is a bit clunky. I wish there was a smoother way. Like if you assigned the Fairies a number and pressing a number key 1-9 would swap you straight to that number. You are right, swapping fairies need a rework. I made some experiments with number selection, since the amount and type of fairies changes from level to level and even inside the level itself, it was hard to remember the number assigned to each fairy. I'm experimenting a bit with a different method so hopefully it will be more intuitive for the next demo.
Really cool game, some of the puzzles were head scratchers for sure. Sacrificing fairies is a fun mechanic, I liked the first level it's introduced in. The one that I probably spent the most time on is the level with three horizontal platforms filled with switches. One wrong move and it sent the blue fairy into the stratosphere, also the way that selection mode works didn't help. Maybe it would be easier to click on the fairies to select them instead? Similar to something like Heat Signature where you can press space to pause and plan. Also, sometimes the throwing marker displays incorrectly, I lost a couple of good attempts to that.
Music/SFX was pretty fun to listen to, I especially like the fairy waking up noise haha
I had fun playing this, looking forward to seeing more!
Thanks for the feedback! I'm glad you enjoyed the game
>One wrong move and it sent the blue fairy into the stratosphere, also the way that selection mode works didn't help. Maybe it would be easier to click on the fairies to select them instead? The selection method is something I'm currently tinkering with. I would like to use the mouse, but since both hands of the player are on the keyboard, taking them out to to select a fairy would be annoying. I think that in heat signature one hand is on the keyboard and the other is on the mouse so it plays smoothly. I will experiment a bit more.
>three horizontal platforms level That has been one of the most interesting levels to see others play. Some people beat it on two or three attempt while others need 10+ attempts. It has been fun to see the reactions to it.
>Also, sometimes the throwing marker displays incorrectly, I lost a couple of good attempts to that. I think I know the bug you are talking about, did that happen after that fairy got thrown by another one? I will look into it.
>I think I know the bug you are talking about, did that happen after that fairy got thrown by another one? I meant that the marker told me it was ok to throw the fairy but when I did, it slipped off the edge
I love the idea of mouse controls. You wouldn't need both hands on the keyboard, just use WASD/Arrow keys for movement, spacebar for pausing, and use the mouse for the rest!
I should give it a try since it makes sense to select fairies on screen and aiming with the red/yellow fairies. It will take a while though since a lot of code needs to be changed for it to work.
- pixies could use a simple idle animation (like moving up and down)
- the green / blue screens of the options / credits stand out as 'unfinished' compared to the rest of the art
- would be nice if selecting a pixie was based on their proximity to you (ex: clicking left in the select screen selects the closest fairy to the left of your current one, same for up, etc), as opposed to the predetermined list, which can be a little hard to keep track of - would be nice if you could see the path the frog's tongue is about to take before it fires, that way you could more strategically place a pixie in the way, and move on to other tasks
>pixies could use a simple idle animation (like moving up and down) >the green / blue screens of the options / credits stand out as 'unfinished' compared to the rest of the art
The game doesnt have the art style set yet, so most of the sprites and UI are placeholders that are going to be replaced later on. I will make sure they look complete and finished once I start the art pass.
>would be nice if selecting a pixie was based on their proximity to you (ex: clicking left in the select screen selects the closest fairy to the left of your current one, same for up, etc), as opposed to the predetermined list, which can be a little hard to keep track of
This is something I'm struggling a bit, half of the people who tried out the game had a hard time with that. I gave proximity a try but it felt really awkward when pixies were really close together or they were diagonal to one another. About the mouse, I would prefer to not it since it would be cumbersome to move a hand out of the keyboard every time the player needs to change fairies. I will experiment with selection methods and see if something more intuitive appears.
>would be nice if you could see the path the frog's tongue is about to take before it fires, that way you could more strategically place a pixie in the way, and move on to other tasks
There are two kinds of buttons, the ones without a brim will stay down once stepped on. I should make them more distinct I see, thanks for the comment. The level can be beaten! You can restart it from the menu in the bottom right or by pressing R.
EDIT: Updated the game. Both kinds of buttons are very different from one another now.
Comments
Thanks a lot for the video! There is a ton of things that I will take notes of for the next update. Also I noticed you didnt realize it, but you found a curiosity the very first time you poked a toad, which happens in 1 out of 400 times. I imagined that would eventually happen, but not on the very first video ever made about the game. The sleeping toad waking up is also a small easter egg.
It is a shame you got stuck on that puzzle. All puzzles are designed to be done with minimal reflexes and a little bit of timing, but there is a couple things that make some testers have difficulties on that puzzle specifically. It will be addressed in the next update.
Pretty clever puzzle game. I like how more mechanics were introduced evolved between each level. I got a bit confused during the 1st level because I thought you had to keep poking them. But very fun!
Only bugbear is swapping between fairies is a bit clunky. I wish there was a smoother way. Like if you assigned the Fairies a number and pressing a number key 1-9 would swap you straight to that number.
Thanks for the feedback, I'm glad you had fun with the demo!
>I got a bit confused during the 1st level because I thought you had to keep poking them.
This is something I noticed a ton of people not realizing. Some changes in the early levels will make it clearer.
>Only bugbear is swapping between fairies is a bit clunky. I wish there was a smoother way. Like if you assigned the Fairies a number and pressing a number key 1-9 would swap you straight to that number.
You are right, swapping fairies need a rework. I made some experiments with number selection, since the amount and type of fairies changes from level to level and even inside the level itself, it was hard to remember the number assigned to each fairy. I'm experimenting a bit with a different method so hopefully it will be more intuitive for the next demo.
Really cool game, some of the puzzles were head scratchers for sure. Sacrificing fairies is a fun mechanic, I liked the first level it's introduced in. The one that I probably spent the most time on is the level with three horizontal platforms filled with switches. One wrong move and it sent the blue fairy into the stratosphere, also the way that selection mode works didn't help. Maybe it would be easier to click on the fairies to select them instead? Similar to something like Heat Signature where you can press space to pause and plan.
Also, sometimes the throwing marker displays incorrectly, I lost a couple of good attempts to that.
Music/SFX was pretty fun to listen to, I especially like the fairy waking up noise haha
I had fun playing this, looking forward to seeing more!
Thanks for the feedback! I'm glad you enjoyed the game
>One wrong move and it sent the blue fairy into the stratosphere, also the way that selection mode works didn't help. Maybe it would be easier to click on the fairies to select them instead?
The selection method is something I'm currently tinkering with. I would like to use the mouse, but since both hands of the player are on the keyboard, taking them out to to select a fairy would be annoying. I think that in heat signature one hand is on the keyboard and the other is on the mouse so it plays smoothly. I will experiment a bit more.
>three horizontal platforms level
That has been one of the most interesting levels to see others play. Some people beat it on two or three attempt while others need 10+ attempts. It has been fun to see the reactions to it.
>Also, sometimes the throwing marker displays incorrectly, I lost a couple of good attempts to that.
I think I know the bug you are talking about, did that happen after that fairy got thrown by another one? I will look into it.
>I think I know the bug you are talking about, did that happen after that fairy got thrown by another one?
I meant that the marker told me it was ok to throw the fairy but when I did, it slipped off the edge
Oh thats an old bug I thought was fixed. Thanks, I will look into it again.
I love the idea of mouse controls. You wouldn't need both hands on the keyboard, just use WASD/Arrow keys for movement, spacebar for pausing, and use the mouse for the rest!
I should give it a try since it makes sense to select fairies on screen and aiming with the red/yellow fairies. It will take a while though since a lot of code needs to be changed for it to work.
- pixies could use a simple idle animation (like moving up and down)
- the green / blue screens of the options / credits stand out as 'unfinished' compared to the rest of the art
- would be nice if selecting a pixie was based on their proximity to you (ex: clicking left in the select screen selects the closest fairy to the left of your current one, same for up, etc), as opposed to the predetermined list, which can be a little hard to keep track of
- would be nice if you could see the path the frog's tongue is about to take before it fires, that way you could more strategically place a pixie in the way, and move on to other tasks
great job so far
Thanks for the feedback!
>pixies could use a simple idle animation (like moving up and down)
>the green / blue screens of the options / credits stand out as 'unfinished' compared to the rest of the art
The game doesnt have the art style set yet, so most of the sprites and UI are placeholders that are going to be replaced later on. I will make sure they look complete and finished once I start the art pass.
>would be nice if selecting a pixie was based on their proximity to you (ex: clicking left in the select screen selects the closest fairy to the left of your current one, same for up, etc), as opposed to the predetermined list, which can be a little hard to keep track of
This is something I'm struggling a bit, half of the people who tried out the game had a hard time with that. I gave proximity a try but it felt really awkward when pixies were really close together or they were diagonal to one another. About the mouse, I would prefer to not it since it would be cumbersome to move a hand out of the keyboard every time the player needs to change fairies. I will experiment with selection methods and see if something more intuitive appears.
>would be nice if you could see the path the frog's tongue is about to take before it fires, that way you could more strategically place a pixie in the way, and move on to other tasks
Thats a nice idea, I will try it out!
Both the buttons stayed down I'm not sure if this is intended but I couldn't get past it.
Poke Toade. :)
There are two kinds of buttons, the ones without a brim will stay down once stepped on. I should make them more distinct I see, thanks for the comment. The level can be beaten! You can restart it from the menu in the bottom right or by pressing R.
EDIT: Updated the game. Both kinds of buttons are very different from one another now.