Game plays like a not evil version of Flappy Bird.
Heh, that's exactly what I had in mind.
a button to "lock" the big flower (temporarily prevent interaction)?
I've been thinking on how I could achive this in a good way but I'm not 100% certain. I don't exactly want to add a button. Maybe I could make it timed so the player has to sit on the flower for a second or so before it triggers the goal but that also has it's downsides. It's less about the difficulty and more about making it as simple as possible. No extra UI, no waiting, just touch flower. I might keep it this way but make it so that it's a bit more out of the way and easier to avoid dropping in on accident.
- show the stage number when a level starts? It has to be an intentional part of the aesthetic that there are no numbers on-screen except on the stage select menu, eh?
Yeah the idea is to keep it as minimal as possible. Showing a level number somewhere would be fine though, I'll put it on the list. I also thought about naming levels and such but I'd prefer to avoid text as much as possible just for the sake of not having to translate anything.
100%. ~1 hour (about 45 minutes spent on stages 1-24; like 15 minutes to clear stage 25 alone).
Damn stage 25 got hands. It's actually intended to be stage 35 or something, I just shifted it back for the demo, but reading this I might have to put near the very end.
Thanks for the detailed feedback :)