I likely haven't played in 8 months or so and I know it's probably not new, but good job on all the polish. It's all the extra effects, animations and sound design that makes an otherwise simple game much more appealing.
So, for the new levels,
Juggling is pretty good, Dream Jumping is good, Three Lanes is good but a bit frustrating every time you have to re-try, twist at the end is nice but otherwise I wouldn't say it's challenging as much as you just have to pay attention, it's fine if it's unique compared to the levels around it. It makes me think I'd like bigger levels but bigger levels would need a rewind mechanic. In general, there's a lot of cases like "I forgot to poke the toad" or I moved this character wrong this one time" that would've been much less frustrating with rewind mechanics that many games have but I understand that such a mechanic would not be easy to add at all. Mild Annoyance got a lot of those "wish I could undo" moments from me.
Priorities' tip about priorities is misleading as to what the solution is even though it is a good thing to know. I thought I'd have to overwrite an existing priority, but in the end the solution is that you have to make it ignore the poke entirely. Interesting solution nevertheless.
Four for Four doesn't work because the most obvious solution after you're done with rescuing the poke-fairy is to just have all fairies eaten, it looks like there's supposed to be something with blocking one of the toads but the solution wouldn't be very original even then.
Jump Around was a little awkward to execute, otherwise fine.
Overall, I'd like to say that mechanics focusing on the "fairies poking toads" interaction are the best since it's what the game's about. So, the whip-fairy being able to poke the toad which is different from a regular poke is good. Might be annoying when players forget they used the wrong sort of poke but it fits the game the best.
Three lanes is a level that is amusing to watch others play, I think it is ok to put those kind of levels every once in a while.
Rewind is something that has been suggested, but it is really not something easy to add to a game that has continious play. I should have planned the game from the very start to include and right now it is not possible to add it without having to code everything from scratch again.
You are right, priorities could have better tutorial text. It also showed me that the mechanic is not as intuitive as I thought, so I might need to think how to explain it better.
I will need to redesign Four for four.
I realised just now the level selection is bugged and the three last bonus levels don't unlock on their own. To unlock them, go to pause the game, go to "skip levels" and then "unlock all levels". I updated the demo but it wont fix profiles that beat the last level already.
Forced Advance: Haven't gotten it yet. It's early in the morning so I haven't put too much time into it but it's harder than the others. I've been assuming the extra fairy is just a dud movable fairy and that she doesn't shrink the toads so they can be launched into space.
Synchronized Jumping: Very good use of the whip fairy. Besides the entire middle bridge part it's pretty standard though, just whipping toads and waiting for fairies to be eaten, it's the kind of thing that would be cooler if you were jumping around as a buff fairy and throwing the fairies off instead of waiting for them to get eaten. Obviously, don't put buff fairies next to all the reading fairies because that complicates the puzzle but if there was any way you could add flair to the "getting fairies off the buttons" part it'd be perfect.
The other one, I forgot the name: Not super easy, but not hard at all, doesn't feel too interesting after you've played the other levels since you're just throwing/whipping fairies back and forth which is standard and "use toggled walls to block a fairy mid-jump" has been seen before. If you're planning on putting this close to the introduction of the whip fairy and not at the end of the level then I suppose it works?
Forced advance is maybe the most difficult puzzle in the pack. The extra fairy can only walk, she doesn't have any abilities. I should remove the green lever, it only acts as a red herring.
Synchronized Jumping has proven to be needlessly complex, so I will split it into 2 or 3 different puzzles. But I'm happy you managed to solve it, also thanks for mentioning the strong points of it, I will keep them in mind.
The last puzzle was one where people got stuck in the very very early versions of the game. In hindsight and having watched others playing it, it's two puzzle in one and feels flimsy. Thanks for mentioning stopping a fairy mid-flight happened early on the demo, I didn't pay attention to that. I will need to completely redesign this puzzle.
It works like last time: there is a whole new world with 12 NEW PUZZLES, but hidden. To unlock that world you have to LOSE the first level. "Try again" must appear on the screen when you lose. Once that happens you will hear the victory music. Go to the map and the new world will be unlocked.
If you want a tip in how to do that: keep poking the gray toad (lots of pokes).
I'm looking for feedback on those levels mostly, the rest of the game is pretty much the same, with the exception of the demo end.
Comments
I likely haven't played in 8 months or so and I know it's probably not new, but good job on all the polish. It's all the extra effects, animations and sound design that makes an otherwise simple game much more appealing.
So, for the new levels,
Juggling is pretty good, Dream Jumping is good, Three Lanes is good but a bit frustrating every time you have to re-try, twist at the end is nice but otherwise I wouldn't say it's challenging as much as you just have to pay attention, it's fine if it's unique compared to the levels around it. It makes me think I'd like bigger levels but bigger levels would need a rewind mechanic. In general, there's a lot of cases like "I forgot to poke the toad" or I moved this character wrong this one time" that would've been much less frustrating with rewind mechanics that many games have but I understand that such a mechanic would not be easy to add at all. Mild Annoyance got a lot of those "wish I could undo" moments from me.
Priorities' tip about priorities is misleading as to what the solution is even though it is a good thing to know. I thought I'd have to overwrite an existing priority, but in the end the solution is that you have to make it ignore the poke entirely. Interesting solution nevertheless.
Four for Four doesn't work because the most obvious solution after you're done with rescuing the poke-fairy is to just have all fairies eaten, it looks like there's supposed to be something with blocking one of the toads but the solution wouldn't be very original even then.
Jump Around was a little awkward to execute, otherwise fine.
Overall, I'd like to say that mechanics focusing on the "fairies poking toads" interaction are the best since it's what the game's about. So, the whip-fairy being able to poke the toad which is different from a regular poke is good. Might be annoying when players forget they used the wrong sort of poke but it fits the game the best.
Thanks for playing and the detailed feedback!
Three lanes is a level that is amusing to watch others play, I think it is ok to put those kind of levels every once in a while.
Rewind is something that has been suggested, but it is really not something easy to add to a game that has continious play. I should have planned the game from the very start to include and right now it is not possible to add it without having to code everything from scratch again.
You are right, priorities could have better tutorial text. It also showed me that the mechanic is not as intuitive as I thought, so I might need to think how to explain it better.
I will need to redesign Four for four.
I realised just now the level selection is bugged and the three last bonus levels don't unlock on their own. To unlock them, go to pause the game, go to "skip levels" and then "unlock all levels". I updated the demo but it wont fix profiles that beat the last level already.
Forced Advance: Haven't gotten it yet. It's early in the morning so I haven't put too much time into it but it's harder than the others. I've been assuming the extra fairy is just a dud movable fairy and that she doesn't shrink the toads so they can be launched into space.
Synchronized Jumping: Very good use of the whip fairy. Besides the entire middle bridge part it's pretty standard though, just whipping toads and waiting for fairies to be eaten, it's the kind of thing that would be cooler if you were jumping around as a buff fairy and throwing the fairies off instead of waiting for them to get eaten. Obviously, don't put buff fairies next to all the reading fairies because that complicates the puzzle but if there was any way you could add flair to the "getting fairies off the buttons" part it'd be perfect.
The other one, I forgot the name: Not super easy, but not hard at all, doesn't feel too interesting after you've played the other levels since you're just throwing/whipping fairies back and forth which is standard and "use toggled walls to block a fairy mid-jump" has been seen before. If you're planning on putting this close to the introduction of the whip fairy and not at the end of the level then I suppose it works?
Forced advance is maybe the most difficult puzzle in the pack. The extra fairy can only walk, she doesn't have any abilities. I should remove the green lever, it only acts as a red herring.
Synchronized Jumping has proven to be needlessly complex, so I will split it into 2 or 3 different puzzles. But I'm happy you managed to solve it, also thanks for mentioning the strong points of it, I will keep them in mind.
The last puzzle was one where people got stuck in the very very early versions of the game. In hindsight and having watched others playing it, it's two puzzle in one and feels flimsy. Thanks for mentioning stopping a fairy mid-flight happened early on the demo, I didn't pay attention to that. I will need to completely redesign this puzzle.
It works like last time: there is a whole new world with 12 NEW PUZZLES, but hidden. To unlock that world you have to LOSE the first level. "Try again" must appear on the screen when you lose. Once that happens you will hear the victory music. Go to the map and the new world will be unlocked.
If you want a tip in how to do that: keep poking the gray toad (lots of pokes).
I'm looking for feedback on those levels mostly, the rest of the game is pretty much the same, with the exception of the demo end.