Thanks for playing!
>Animation during arrows jump, idle looks a bit goofy with the rest of the game being so animated
I'm still on the fence about that. Some people have asked for it every now and then, I'm very used to fairies floating in their idle poses and also I know it will be hell to implement code-wise. I will think about it.
remove shadow when above air
I might do this because I don't like to see the shadow while they are floating on the background
I enjoyed smooth transitions and fast responsiveness of everything, I can speedrun a level easily with quick button presses, no waiting for character transitions for example
Yeah I wanted to keep the door open for people who wants to speedrun. There is even an ingame timer and time recording options.
Why can't GIGAfairy knock out mad frogs? maybe give her a powerup that can suppress her pacifist tendencies when she drinks a potion? could be a mechanic.
I want to keep it simple initially, I have received a lot of interesting idea mechanics for the fairies.
post credits scene where all the fairies beat up blue fairy for getting them eaten. =P
Cannonically she is the one who gets her butt kicked the most in regular levels.
The demo's pretty simple for me as a puzzle game enthusiast, but the cutesy visuals do make me feel the target audience is also kids so it makes sense that it won't be too hard. some more mechanics, 7 maps or more and that's a great game.
These are the initial two worlds so things are supossed to be simple. It gets harder later on. Still I don't aim for the difficulty of other puzzle games since no undos + wait times makes it a more frustrating experience when people cannot figure out the puzzles.