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(+1)

-The collision box for the toads is too big. You should be able to walk past the toad on level 4.

-It should switch fairies when you release X instead of having to press it twice. Same applies for throwing.

-When switching fairies, it should show status icons for all fairies in the level so you can easily keep track of them.

-Launch pads need to be faster.

-Pressing Z near a strong fairy with a normal fairy should make the strong fairy pick up the normal fairy, and then automatically switch to the strong fairy.

-You should be able to put down fairies without throwing them.

-Add the ability to manually control the camera for the bigger levels.

Thanks for the feedback!

  • I will try to position the toads more carefully to not give an ilussion of walkable terrain. They are supossed to be chonky and block some paths.
  • Nice idea for switching. For throwing most testers found the current system intuitive enough and it would make it impossible to cancel a throw.
  • I can think about a way to show fairies out of the screen. When I tried to add a fairies status bar, nobody really payed attention to it.
  • Some launchpads are slow for puzzle reasons. Or for comedic effect.
  • The interaction is on the complex side for this game. Also I have planned animations when fairies get poked.
  • Under most situations, droping a fairy and throwing it is basically the same and I don't have a key free to give it that functionality. Also there are some puzzles which will use the inability to not drop fairies.
  • I prefer to make the player explore the level by moving their characters around.