- My headcanon lore is toads partied hard, and kept fairies from sleeping. Fairies are just taking revenge on them by keeping toads awake.
Lol nice.
- Characters get snapped to grid, but their animations,especially movement are not snapped to grid. Alternatively you could just make the whole game grid based. I am going to be looking forward to see what kind of solution you implement.
Changing the control scheme is not simple, but I did give many things a try. Grid movement feels like the movement is stiff and unresponsive. Having free movement but always finishing on the grid also felt weird. I made fairies go to the nearest grid position when stopping and sometimes that meant walking back, which means changing directions and facing the other way. I can modify the movement system to allow walking backwards but still it doesn't remove the weirdness.
The thing is that at its very core poke all toads is an action game, with several layers of puzzle elements on top of it. And puzzle controls are really awkward and uncomfortable for action games. So if I want the game to feel good it must use action controls and deal with the imperfections in other ways.
Also tried snapping the strong fairy to the grid at the moment of throwing. It is unnoticeable 95% of the time and was quite happy with it, but at one point I tried a throw very close to a launchpad and the fairy snapped onto it, launching her into the air. So now I'm not sure about this.