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(+1)

Thanks for playing again!

I have been happy with the reception of the quick-switch among testers. It seems a good number of people prefer it over the time stop option.
>toads visuals
Don't worry, you are not being nitpicky. The color/shading of the toads is overly simplistic, other artist at least give the belly of frogs a different color to break up the shape. Since I chose to not do that, the toads can look too simple in some situations. The best I can do is be mindful of that and, like you said, do something to not have a full block of green. But I also like to give the drawings a somewhat crude feel to them, the picture you mentioned resonated with a lot of people. At the moment I'm learning how to draw in that style, so I will need to experiment and find my way.

>timed buttons
There is a fine line that once crossed the puzzles becomes too action-y. I try making levels with lax solutions, but I realized that players can come up with other, harder ways to win and they push themselves to solve the levels in that way. So they end up going through a gauntlet without realizing there are easier ways. This used to happen before, but time pressure escalates the situation. I cannot really control or predict the solutions people will come up with, which means I should be extra careful with timed puzzles from now on.

>It took me about an hour to go through all the levels. I think most of the time I spent on the first extra level (which I think was there last DD), and some of the bonus levels. I don't think any of them are too difficult.
Yeah, big part of the difficulty of the game is learning its rules. Once you learn them, the puzzles aren't that difficult and even then I don't really know if I should make more difficult puzzles either.

>You sometimes give hints in the level title. Usually, by the time I need a hint, I've forgotten what the title was, and have to hit Escape to show the level name to remind myself. That's fine, but maybe it would be a good idea to have the level name somewhere on screen.
I can look into that, for now I consider the vertical space precious since I have so little to work with (the top rows are practically unusable thanks to the fairies being "tall" and their heads go above the top of the screen). What about putting the level name in the loading screen? So each time the level is restarted, the name flashes briefly in front of the player.

>You can see I really ran out of meaningful suggestions at this point, because I think your game is excellent in all regards and one of the best ones in the thread/DD. Keep up the great work, I will buy this on release.
I appreciate comments and observations regardless. Thanks for the support! Sadly/Luckily I reached the point where content creation takes the center stage and the demos will not look much different from now on.