Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Thanks for playing and the detailed feedback!

Three lanes is a level that is amusing to watch others play, I think it is ok to put those kind of levels every once in a while.

Rewind is something that has been suggested, but it is really not something easy to add to a game that has continious play. I should have planned the game from the very start to include and right now it is not possible to add it without having to code everything from scratch again.

You are right, priorities could have better tutorial text. It also showed me that the mechanic is not as intuitive as I thought, so I might need to think how to explain it better.

I will need to redesign Four for four.

I realised just now the level selection is bugged and the three last bonus levels don't unlock on their own. To unlock them, go to pause the game, go to "skip levels" and then "unlock all levels". I updated the demo but it wont fix profiles that beat the last level already.

(+1)

Forced Advance: Haven't gotten it yet. It's early in the morning so I haven't put too much time into it but it's harder than the others. I've been assuming the extra fairy is just a dud movable fairy and that she doesn't shrink the toads so they can be launched into space.

Synchronized Jumping: Very good use of the whip fairy. Besides the entire middle bridge part it's pretty standard though, just whipping toads and waiting for fairies to be eaten, it's the kind of thing that would be cooler if you were jumping around as a buff fairy and throwing the fairies off instead of waiting for them to get eaten. Obviously, don't put buff fairies next to all the reading fairies because that complicates the puzzle but if there was any way you could add flair to the "getting fairies off the buttons" part it'd be perfect.

The other one, I forgot the name: Not super easy, but not hard at all, doesn't feel too interesting after you've played the other levels since you're just throwing/whipping fairies back and forth which is standard and "use toggled walls to block a fairy mid-jump" has been seen before. If you're planning on putting this close to the introduction of the whip fairy and not at the end of the level then I suppose it works?

Forced advance is maybe the most difficult puzzle in the pack. The extra fairy can only walk, she doesn't have any abilities. I should remove the green lever, it only acts as a red herring.

Synchronized Jumping has proven to be needlessly complex, so I will split it into 2 or 3 different puzzles. But I'm happy you managed to solve it, also thanks for mentioning the strong points of it, I will keep them in mind.

The last puzzle was one where people got stuck in the very very early versions of the game. In hindsight and having watched others playing it, it's two puzzle in one and feels flimsy. Thanks for mentioning stopping a fairy mid-flight happened early on the demo, I didn't pay attention to that. I will need to completely redesign this puzzle.