Completed the first world, half of the second world, and 7 test levels. Didn't finish the "Checkpoint" level in the test world.
It's a great puzzle game. Most of the levels (that I played) felt good, and main world progression is very smooth and enjoyable. Long Sleeve Fairy has an interesting gimmick, though not all test level utilized her fully.
I don't have much to add that hasn't been said already. Progression (main world) felt great, art is good and music is chill and enjoyable.
Feels odd to read that it's a pre-alpha since there's already so much content and polish in it.
-Really well done with the new fairy animation, it's surprisingly fluid especially the hair.
-Smooth sailing until level 4, which only took awhile because I forgot that buttons of the same color don't act like not operators, but are either pressed or not.
-I don't get level 5, it's a non challenge? Also, the sleeve fairy doesn't have a purpose? I could be any fairy. So all I do is go left, wake up fairy, get it off red, then move blue fairy across and just ping pong the sleeve fairy on the buttons. Maybe it's supposed to teach about the alternating state of the launchers? If I was playing casually, I wouldn't care all that much.
-Level 8 is quite cool, I like how you have to double back on a seemingly small level.
-Level 9 is a little more challenging, satisfying to reason out. Not sure how much I like the question marks on the boost pad though. It's well intentioned, but it feels a bit unwelcoming to have the dev tell me, "pay attention to this puzzle object especially!", using a method that isn't informed from the level/visual design(like you adding those square visual flairs that hint where to stand to use a Toad tongue). I would personally prefer a change in the floor tile underneath, or maybe adding a natural animation to draw attention, like fire flies.
-Small visual bug on bonus level Air control: the first bounce pad that the muscle fairy can access deactivates while flying through the air. Or at least I don't think I've seen any other pad do that... Oh no I guess it's intended, since the top red one does it too. Maybe it's actually the pad for going back that is wrong, because it doesn't deactivate(and it does in advanced air control, as I found out)
-Yellow toad seems good compared to the original, not having it attack you makes it easier(and faster) to maneuver.
-Level 12 felt kind of odd, but it got the idea across.
-Finale was fun, looks like a different take on the previous DD puzzles about manipulating a jumping toad.
-Advanced air control is the hardest level, a couple hours(while listening to a podcast) and still not finished. Felt particularly brutal since I kept getting off-by-one solutions and couldn't piece it together. Probably just a case of having horse blinders on, I'll likely get in a day or two.
So overall good puzzles, most I beat in a timely matter. The tutorializing of new puzzle objects worked well. Had a good time, looking forward to the next.
Thanks for playing again and giving very nice feedback! I'm happy you liked the new fairy!
Sorry for the late response
-Smooth sailing until level 4, which only took awhile because I forgot that buttons of the same color don't act like not operators, but are either pressed or not.
From the feedback I received, I believe this is a mechanic worth exploring in more levels since it isn't as obvious as I thought
-I don't get level 5, it's a non challenge? Also, the sleeve fairy doesn't have a purpose? I could be any fairy. So all I do is go left, wake up fairy, get it off red, then move blue fairy across and just ping pong the sleeve fairy on the buttons. Maybe it's supposed to teach about the alternating state of the launchers? If I was playing casually, I wouldn't care all that much.
By testing, It is not a good level. It is supposed to teach about the launchpad, but does it in boring way. I'm trying a new version in the current build, it is as easy but hopefully it is more fun.
-Level 9 is a little more challenging, satisfying to reason out. Not sure how much I like the question marks on the boost pad though. It's well intentioned, but it feels a bit unwelcoming to have the dev tell me, "pay attention to this puzzle object especially!", using a method that isn't informed from the level/visual design(like you adding those square visual flairs that hint where to stand to use a Toad tongue). I would personally prefer a change in the floor tile underneath, or maybe adding a natural animation to draw attention, like fire flies.
The indication of launchpads is a way to inform they behave differently since I don't want to give away how far away they take you. But so far I have rarely used the effect and you are right tiles on the floor do the same thing in a more fun way.
-Level 12 felt kind of odd, but it got the idea across.
Yeah, it needs more polish
-Advanced air control is the hardest level, a couple hours(while listening to a podcast) and still not finished. Felt particularly brutal since I kept getting off-by-one solutions and couldn't piece it together. Probably just a case of having horse blinders on, I'll likely get in a day or two.
I believe that part of the difficulty is on me for not warming up the players to the mechanic the level uses, it has nothing the player have seen yet.
I have finished the test levels. I think I took 1 hour solving Advanced air control, and 15 minutes beating everything else, but I guess that's expected from a bonus bonus level.
I believe level 4 might be bit confusing because normally pressing a colored button toggles the corresponding springs, but in this particular example you are given the opportunity to hold 2 buttons of the same color and when that happens they act more as a ON/OFF switch rather than a toggle because holding 2 red buttons at the same time is the same as holding one. The stage is not particularly difficult but I don't remember encountering this interaction before.
Level 7 introduces a mechanic I consider noteworthy because for the first time a fairy other than the blue one is capable of enraging the toads. Of course, this was technically introduced earlier along with the brave fairy, but this is the first time it's required to solve the level.
I know I'm reading too much into it but this has slightly changed my perception of the blue fairy's character from mischievous to maybe a little compulsive because annoying the toads without poking them doesn't progress the levels. That means poking is more important.
Finally, there's a new unfinished mechanic in the form of the mysterious red area that attracts the friendly toads. This generally works fine with the exception of stage 12 where the yellow toad would sometimes get stuck walking right instead of up where it's supposed to go and I couldn't really tell why.
Besides that I think the levels were quite straightforward and I didn't find any bugs or issues. The reason I had difficulties with Advanced air control in particular was because I didn't occur to me that I had to enrage the toad at the start rather than later on so I kept misusing the smart fairy to go in rather than out which left me short of a fairy to press the red button at the end.
I believe level 4 might be bit confusing because normally pressing a colored button toggles the corresponding springs, but in this particular example you are given the opportunity to hold 2 buttons of the same color and when that happens they act more as a ON/OFF switch rather than a toggle because holding 2 red buttons at the same time is the same as holding one. The stage is not particularly difficult but I don't remember encountering this interaction before.
For the level 4 mechanic, it was introduced on world two where there are 3 busy fairies pushing buttons down. But it is a nice idea to introduce it in another level and flesh out the mechanic properly.
Level 7 introduces a mechanic I consider noteworthy because for the first time a fairy other than the blue one is capable of enraging the toads. Of course, this was technically introduced earlier along with the brave fairy, but this is the first time it's required to solve the level.
Yeah, making toads mad is something that makes the brave fairy stand out. I do have to flesh out the levels with her a bit more.
I know I'm reading too much into it but this has slightly changed my perception of the blue fairy's character from mischievous to maybe a little compulsive because annoying the toads without poking them doesn't progress the levels. That means poking is more important.
It is mischief, just focused on poking more than making toads mad.
Finally, there's a new unfinished mechanic in the form of the mysterious red area that attracts the friendly toads. This generally works fine with the exception of stage 12 where the yellow toad would sometimes get stuck walking right instead of up where it's supposed to go and I couldn't really tell why.
I will adjust level 12 a bit.
Besides that I think the levels were quite straightforward and I didn't find any bugs or issues. The reason I had difficulties with Advanced air control in particular was because I didn't occur to me that I had to enrage the toad at the start rather than later on so I kept misusing the smart fairy to go in rather than out which left me short of a fairy to press the red button at the end.
Advanced air control might be a very challenging level, but I'm ok with having levels like that in the game. I will keep it like it is now, but making sure it is not easily accesible.
Hello, I played 8 levels from the test section, the new fairy is very cute, I think she will be my favorite one. Also I found funny that if you poke her too much she explodes. The levels where fun and the more fairies you put, more complex the levels become, which is good, because it force the player too think more. If is there any specific level you want me to test just tell me and I will do it later. Keep the good work!
Thanks for playing! Happy you like the brave fairy I'm very happy with how she turned out. Also very nice, you found a secret!
If you have the time, try out level 11 and see how difficult it is. Level 9 is a bit of a mess and the bonus and the last level are very difficult so don't worry about them.
Ok, I beat the level 11, and for me it was a good level, I had to think and try 3 times to beat it, I liked the mechanic of the new yellow toad. Level 11 as for right now, it's a good level difficulty wise.
Thanks for trying it out! The screenshot is very caluable since the level has two different solutions and I wanted to see which one you ended up using.
holy hot DANG the orange fairy got long arms. aside from the hard as HECK test levels, i still love the mechanic for the yellow toad, it doesn't attack you, but follows you like it wants to help you. seems like not ALL toads can be as aggressive as we think, eh??? this is a great update honestly
ps: if we are able to find someone that are able to make vrchat avatars off of the characters in this game (sprite-accurate if you will), it would be highly appreciated since nobody did that yet, thanks
The levels here are very rough, it is more a test build than an update. Also I'm looking for feedback on the hidden levels so if you can share your experience I will greatly appreaciate it. How many of them did you beat? Was there a level you couldn't solve?
Well, here's what i got done for right now,,, i only completed 6 levels (not including "Welcome, Again, to Unpolished Territory" by the way). it was pretty interesting seeing how the yellow toad works and that's all fun for me. might be the only docile toad in the entire game by far. Also, i didn't even BOTHER to do the bonus levels cuz i KNEW they would be hard from the beginning.
Thank you! The picture is very useful. Level 6 teaches something very important about the brave fairy so it makes sense you didn't complete the other levels. I do want to control how difficult the game is, so knowing how difficult levels feel is good feedback.
it was pretty interesting seeing how the yellow toad works and that's all fun for me. might be the only docile toad in the entire game by far
It is! Hopefully his final graphics will show it better.
Also, i didn't even BOTHER to do the bonus levels cuz i KNEW they would be hard from the beginning.
Thats good, bonus levels are there for people who want an extra challenge, they must feel optional.
I found this to be a really relaxing and enjoyable experience. The original art is really charming; reminds me of games like Rayman, which is always a plus. The puzzles are well designed without being convoluted or frustrating. I would definitely pay money for this.
If I had one gripe, it would be that the sound effects probably could be something other than generic 8-bit sounds. It doesn't really fit the style of the game. I think something more natural sounding would work a lot better.
Great work overall. I am looking forward to the final version!
I'm in the process of updating some sound effects, my idea is to still use 8-bt mud make them sound better. If that fails I will use royalty free sound effects.
A lot of changes are on features out of the demo, so the game will not look too different from what you remember.
Once again the instructions: there is a whole new world with 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 the new levels mostly. Also try out the new taunt mechanic! Press V!
Comments
Completed the first world, half of the second world, and 7 test levels. Didn't finish the "Checkpoint" level in the test world.
It's a great puzzle game. Most of the levels (that I played) felt good, and main world progression is very smooth and enjoyable. Long Sleeve Fairy has an interesting gimmick, though not all test level utilized her fully.
I don't have much to add that hasn't been said already. Progression (main world) felt great, art is good and music is chill and enjoyable.
Feels odd to read that it's a pre-alpha since there's already so much content and polish in it.
Thanks for playing! I enjoyed watching the stream
-Really well done with the new fairy animation, it's surprisingly fluid especially the hair.
-Smooth sailing until level 4, which only took awhile because I forgot that buttons of the same color don't act like not operators, but are either pressed or not.
-I don't get level 5, it's a non challenge? Also, the sleeve fairy doesn't have a purpose? I could be any fairy. So all I do is go left, wake up fairy, get it off red, then move blue fairy across and just ping pong the sleeve fairy on the buttons. Maybe it's supposed to teach about the alternating state of the launchers? If I was playing casually, I wouldn't care all that much.
-Level 8 is quite cool, I like how you have to double back on a seemingly small level.
-Level 9 is a little more challenging, satisfying to reason out. Not sure how much I like the question marks on the boost pad though. It's well intentioned, but it feels a bit unwelcoming to have the dev tell me, "pay attention to this puzzle object especially!", using a method that isn't informed from the level/visual design(like you adding those square visual flairs that hint where to stand to use a Toad tongue). I would personally prefer a change in the floor tile underneath, or maybe adding a natural animation to draw attention, like fire flies.
-Small visual bug on bonus level Air control: the first bounce pad that the muscle fairy can access deactivates while flying through the air. Or at least I don't think I've seen any other pad do that... Oh no I guess it's intended, since the top red one does it too. Maybe it's actually the pad for going back that is wrong, because it doesn't deactivate(and it does in advanced air control, as I found out)
-Yellow toad seems good compared to the original, not having it attack you makes it easier(and faster) to maneuver.
-Level 12 felt kind of odd, but it got the idea across.
-Finale was fun, looks like a different take on the previous DD puzzles about manipulating a jumping toad.
-Advanced air control is the hardest level, a couple hours(while listening to a podcast) and still not finished. Felt particularly brutal since I kept getting off-by-one solutions and couldn't piece it together. Probably just a case of having horse blinders on, I'll likely get in a day or two.
So overall good puzzles, most I beat in a timely matter. The tutorializing of new puzzle objects worked well. Had a good time, looking forward to the next.
Thanks for playing again and giving very nice feedback! I'm happy you liked the new fairy!
Sorry for the late response
From the feedback I received, I believe this is a mechanic worth exploring in more levels since it isn't as obvious as I thought
By testing, It is not a good level. It is supposed to teach about the launchpad, but does it in boring way. I'm trying a new version in the current build, it is as easy but hopefully it is more fun.
The indication of launchpads is a way to inform they behave differently since I don't want to give away how far away they take you. But so far I have rarely used the effect and you are right tiles on the floor do the same thing in a more fun way.
Yeah, it needs more polish
I believe that part of the difficulty is on me for not warming up the players to the mechanic the level uses, it has nothing the player have seen yet.
I have finished the test levels. I think I took 1 hour solving Advanced air control, and 15 minutes beating everything else, but I guess that's expected from a bonus bonus level.
I believe level 4 might be bit confusing because normally pressing a colored button toggles the corresponding springs, but in this particular example you are given the opportunity to hold 2 buttons of the same color and when that happens they act more as a ON/OFF switch rather than a toggle because holding 2 red buttons at the same time is the same as holding one. The stage is not particularly difficult but I don't remember encountering this interaction before.
Level 7 introduces a mechanic I consider noteworthy because for the first time a fairy other than the blue one is capable of enraging the toads. Of course, this was technically introduced earlier along with the brave fairy, but this is the first time it's required to solve the level.
I know I'm reading too much into it but this has slightly changed my perception of the blue fairy's character from mischievous to maybe a little compulsive because annoying the toads without poking them doesn't progress the levels. That means poking is more important.
Finally, there's a new unfinished mechanic in the form of the mysterious red area that attracts the friendly toads. This generally works fine with the exception of stage 12 where the yellow toad would sometimes get stuck walking right instead of up where it's supposed to go and I couldn't really tell why.
Besides that I think the levels were quite straightforward and I didn't find any bugs or issues. The reason I had difficulties with Advanced air control in particular was because I didn't occur to me that I had to enrage the toad at the start rather than later on so I kept misusing the smart fairy to go in rather than out which left me short of a fairy to press the red button at the end.
Keep up the good work.
Thanks for playing and the detailed feedback!
For the level 4 mechanic, it was introduced on world two where there are 3 busy fairies pushing buttons down. But it is a nice idea to introduce it in another level and flesh out the mechanic properly.
Yeah, making toads mad is something that makes the brave fairy stand out. I do have to flesh out the levels with her a bit more.
It is mischief, just focused on poking more than making toads mad.
I will adjust level 12 a bit.
Advanced air control might be a very challenging level, but I'm ok with having levels like that in the game. I will keep it like it is now, but making sure it is not easily accesible.
Hello, I played 8 levels from the test section, the new fairy is very cute, I think she will be my favorite one. Also I found funny that if you poke her too much she explodes. The levels where fun and the more fairies you put, more complex the levels become, which is good, because it force the player too think more. If is there any specific level you want me to test just tell me and I will do it later. Keep the good work!
Thanks for playing! Happy you like the brave fairy I'm very happy with how she turned out. Also very nice, you found a secret!
If you have the time, try out level 11 and see how difficult it is. Level 9 is a bit of a mess and the bonus and the last level are very difficult so don't worry about them.
Ok, I beat the level 11, and for me it was a good level, I had to think and try 3 times to beat it, I liked the mechanic of the new yellow toad. Level 11 as for right now, it's a good level difficulty wise.
Thanks for trying it out! The screenshot is very caluable since the level has two different solutions and I wanted to see which one you ended up using.
played some of the test levels
love the new art and animations
no particular problems to notice
personally, i like immediately switching the character more than the stop time thing, it makes things more frantic, and more exciting
Thanks for playing!
Most people prefer switching quickly, but other people prefer to pause and the game can luckily have both options without an issue.
holy hot DANG the orange fairy got long arms. aside from the hard as HECK test levels, i still love the mechanic for the yellow toad, it doesn't attack you, but follows you like it wants to help you. seems like not ALL toads can be as aggressive as we think, eh??? this is a great update honestly
ps: if we are able to find someone that are able to make vrchat avatars off of the characters in this game (sprite-accurate if you will), it would be highly appreciated since nobody did that yet, thanks
Thanks for playing!
The levels here are very rough, it is more a test build than an update. Also I'm looking for feedback on the hidden levels so if you can share your experience I will greatly appreaciate it. How many of them did you beat? Was there a level you couldn't solve?
Well, here's what i got done for right now,,, i only completed 6 levels (not including "Welcome, Again, to Unpolished Territory" by the way). it was pretty interesting seeing how the yellow toad works and that's all fun for me. might be the only docile toad in the entire game by far. Also, i didn't even BOTHER to do the bonus levels cuz i KNEW they would be hard from the beginning.
Thank you! The picture is very useful. Level 6 teaches something very important about the brave fairy so it makes sense you didn't complete the other levels. I do want to control how difficult the game is, so knowing how difficult levels feel is good feedback.
It is! Hopefully his final graphics will show it better.
Thats good, bonus levels are there for people who want an extra challenge, they must feel optional.
I found this to be a really relaxing and enjoyable experience. The original art is really charming; reminds me of games like Rayman, which is always a plus. The puzzles are well designed without being convoluted or frustrating. I would definitely pay money for this.
If I had one gripe, it would be that the sound effects probably could be something other than generic 8-bit sounds. It doesn't really fit the style of the game. I think something more natural sounding would work a lot better.
Great work overall. I am looking forward to the final version!
Thanks for playing!
I'm in the process of updating some sound effects, my idea is to still use 8-bt mud make them sound better. If that fails I will use royalty free sound effects.
Hello /agdg/, nice to see you again
A lot of changes are on features out of the demo, so the game will not look too different from what you remember.
Once again the instructions: there is a whole new world with 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 the new levels mostly. Also try out the new taunt mechanic! Press V!