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(2 edits) (+1)

Thanks for testing out the new levels! And that fairy and toad drawing is perfect!

I think they are pretty good for the most part. I definitely prefer timed puzzles that use the game's mechanics (i. e. swapping to a fairy that's about to be eaten to perform an action ) rather than having a button that acts as a hard timer like last time

I prefer levels in this way too, I will keep that in mind when designing new levels with the timed buttons

The bonus level in particular falls under the category of "I know the solution but I'm having trouble with the execution" as you effectively have to juggle 2 different timers. All things considered, I think it's fine for a bonus level to do stuff like that. 

That level is a callback to a bonus level in map 2 and can be beaten without time pressure using pretty much the same positions as that one. I will see if I can modify it so people find the less reflex dependent solution first.

Out of the common levels Bridge 2 took me the longest to solve, even more than the bonus level. I think that's because I thought keeping the summoned fairy around was a 200 IQ move instead of wasting a resource in what must be the puzzle game equivalent of hoarding potions.

That seems the general case about that level. I designed bridge 2 with the idea that it was a middle of the road difficulty speaking, but it appears to be really challenging. It will be turned into a bonus level for sure.