Thanks for playing and trying out the new levels!
>Very cute game, primarily carried by the characters and character animation
I'm amazed this seems to be the case at the moment, I have heard people say similar things. Specially since in the past it was the opposite. I'm happy about it though.
>The puzzles are decent, but are clearly held back by the requirement to have (extremely nice) animations for the fairies
I don't quite understand this since I haven't modified puzzles for the animations. I did make the action part easier and easier increasing times though.
>Did you try to get featured as a Godot game?
I don't believe it will make much of a difference. The few times I tried to promote the godot part things went nowhere. I could give it a second shot but I'm not holding my hopes up. Also it is basically promoting the game to other devs. Promoting it to streamers and youtubers could be lot more useful though, which is a nice idea.
>Your main draw will be the cute animations and aesthetic, not hardcore puzzle solving
Yeah, my puzzles will be on the easy side of things. Cute characters like the fairies will draw a more casual audience after all.
>So be careful not to fall into the scope creep trap
I'm aware of that and I'm guilty of adding mechanics for adding mechanics' sake. I do have most implemented already and I have denied myself from adding more. Apart from the fairies already in this demo, there is only another one. There are 3 more toads though and I'm thinking how to reduce their amount if possible.
>That said, I would include some more difficult (optional) puzzles early on. The first time playing I remember thinking "Huh, this game is pretty easy." If that happens during the Steam refund window, it would be a problem of course.
I have been putting the more complex puzzles as bonus to not stump casual players. I will bet on showing that there are a lot of levels and mechanics to keep the player hooked.
>Fortunately, since I have no idea how to actually die there
Keep annoying the gray toad. I put the method in the post just now, in case other people don't know it.
>timed puzzles
These puzzles are very lax on timing, even more using the time stop mechanic. Maybe I'm used to puzzle platformers with brutal timings though. Also one thing that people don't seem to realize is that you can wait for the second time a toad attacks to position yourself properly. No need to do everything in one go.
>8: Good puzzle, feels like the first time I have to double poke a toad.
A puzzle in the second world also requires it. You didn't mention it was easy/hard, how difficult did you find it? I feel it is too straightforward and solves itself.
>(what's the point of the long dotted line if you're just going to move the indicator straight to the flag?)
Silly fun.
>Very straightforward puzzle, required no thinking.
I will need to monitor this puzzle, it is not supossed to be so simple.
Thanks for the detailed feedback!