Trolling supreme. Very ingenious and super cursed.
La_Fafafa
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Played the game until I ran out of things to do. Video:
Very fun! Super polished. I liked the mechanic of gathering items and crafting swords. I found the tongue sword to be the most effective since the range+speed was too powerful to pass up. My favorite weapon to use was the very heavy stone sword, it felt satisfying to land hits with it.
Some weapons felt redundant, but I can imagine this kind of game is more about getting a full collection rather than using that collection. Somewhere mentioned that there is a right sword for each situation, but I believe people will try to brute force every stage with their prefered weapon.
It would be nice to be able to heal while being petrified. You can heal in hitstun, so why stop the player from healing when they can't move?
Reading the comments, it seems I missed some content, so I will play a bit more later to try to find it.
Regarding the contracts, the current implementation is actually "Sell X at the same time". I feel like your read is the more natural one and the current way could be added as a harder tier. Still, it never occurred to me that they would read differently.
Oh ok makes sense, that does make the contracts much more difficult to complete.
Can you clarify the sound bug? I thought I squashed most of those.
You can see it in action at the 17:00 timestamp of the video. The grab resource sound keeps repeating..
Played for a bit. Video:
The effects of the game are pretty juicy. Hitting stuff with the bat feels good, although Im not sure how to make it work properly. There were times when I hit a vending machine from the side without breaking it and other times just brushing it with the bat made them explode.I liked the idea of the hat being a renewable second life.
It is hard to notice when you get hit. Sometimes an enemy exploded and all of a sudden I was dead in the other side of the room.
The 19:30 explosion had a much larger effect than I imagined.
The game crashed a lot on me. The abrupt end is from a crash.
Reached the second boss Video:
Of course I activated the code right away, hehe. Looks very cool! But I couldn't turn it off, I also wanted to play as misty.
I liked the first boss. It is a simple pattern, but it can be learned. The second boss I feel I had no time to react and no clear way to learn the pattern. My bullet hell skills reflexes are low.
Sometimes my character wouldn't shot at all, why is that?
I tried using focus shot, but my keyboard wouldn't register some key combinations being pressed so I wouldn't be able to move. I think it would be better as a toggle.
This game might be too hardcore for me, I have no idea how will I learn the third boss if I have to do the two first ones every time.
Played for a bit. Video:
I have seen this game in others DDs and wanted to give it a try. The idea is interesting since sucking planets dry of resources is a neat sci fi concept.
First off, I did get tired of text quickly. From the introduction, to the tooltips, to the tutorial, I didn't expect to get walls of text every time. When there is so much fluff mixed with tutorial info, it is hard to know when something is worth paying attention to. And yeah that resulted in me skipping part of the tutorial.
Maybe you can get used to it after a while, but completing contracts at the same time as maxing resources felt too difficult, specially with the resource draw RNG. I tried to meet a modules contract but couldn't get any modules before it expired. Later on I had one that said "sell 10 resources" but I felt it never completed itself. Time advanced every time I did anything so there is an unclear time limit making things more stressfull.
I don't understand the atom smasher, when am I supossed to use it? It grows in power cost every time so if I use it on low cost stuff I end up earning little money, while also running out of time for contracts. I think that using the second ability to get power also increases the cost of the main ability, why?
UI feels a bit sluggish, every action locks all buttons for some time, slowing down gameplay.
I think I got a sound bug on the asteroid level, a sound repeating non-stop.
"Depart from planet" appears as the second row button, making it look like something that should be activated constantly instead of a "end the run" button. I should get special treatment.
I think the game has an interesting premiese, it is just the gameplay that needs iteration and more polish.
Sorry for the late response
Thanks for playing. Could you describe the crash in more detail? I can't pinpoint when it happens in the video and I can beat the level during testing just fine.
It happens when you lose a battle. You can see it at 1:20:48 and at the end of the video. I did say it happened three times, but maybe it was that I restarted the game 3 times (once for going before the respect bug). Maybe it has something to do with the swamp battlefield.
Thanks for the info about the pariah. It's like I imagined about bursting them down, I don't know much about MP drain since I must not have reached that part of the game yet. I don't think I have ever beaten a team with 2 of them, they just kill someone in the first 2 turns if I don't use an item.
About respecs, your game is more similar to a puzzle game than an rpg. In an rpg there is always the option to grind for items and levels to beat any encounter while in AG you have no way of gaining such an advante. The only thing you truly can do is adjust your skill points to find a better strategy. Giving it a hard limit to that is taking away options from the player. What if the player tried different builds, none of them work and they run out of respecs? Im currently stuck on level 7 and if none of the strategies work and if I run out of respecs, I would have to restart the game (I can just edit the savefile, but still).
Talking about that, the difficulty in stage 7 is brutal.
A way to forfeit a battle would we welcome since many times I know I have no chance and just want to restart.
Also one thing that I forgot to mention, if you look at 1:28:14 I do damage to an enemy but it is redirected to Finnegan!
Thanks for playing again and giving very nice feedback! I'm happy you liked the new fairy!
Sorry for the late response
-Smooth sailing until level 4, which only took awhile because I forgot that buttons of the same color don't act like not operators, but are either pressed or not.
From the feedback I received, I believe this is a mechanic worth exploring in more levels since it isn't as obvious as I thought
-I don't get level 5, it's a non challenge? Also, the sleeve fairy doesn't have a purpose? I could be any fairy. So all I do is go left, wake up fairy, get it off red, then move blue fairy across and just ping pong the sleeve fairy on the buttons. Maybe it's supposed to teach about the alternating state of the launchers? If I was playing casually, I wouldn't care all that much.
By testing, It is not a good level. It is supposed to teach about the launchpad, but does it in boring way. I'm trying a new version in the current build, it is as easy but hopefully it is more fun.
-Level 9 is a little more challenging, satisfying to reason out. Not sure how much I like the question marks on the boost pad though. It's well intentioned, but it feels a bit unwelcoming to have the dev tell me, "pay attention to this puzzle object especially!", using a method that isn't informed from the level/visual design(like you adding those square visual flairs that hint where to stand to use a Toad tongue). I would personally prefer a change in the floor tile underneath, or maybe adding a natural animation to draw attention, like fire flies.
The indication of launchpads is a way to inform they behave differently since I don't want to give away how far away they take you. But so far I have rarely used the effect and you are right tiles on the floor do the same thing in a more fun way.
-Level 12 felt kind of odd, but it got the idea across.
Yeah, it needs more polish
-Advanced air control is the hardest level, a couple hours(while listening to a podcast) and still not finished. Felt particularly brutal since I kept getting off-by-one solutions and couldn't piece it together. Probably just a case of having horse blinders on, I'll likely get in a day or two.
I believe that part of the difficulty is on me for not warming up the players to the mechanic the level uses, it has nothing the player have seen yet.
Thanks for playing and the detailed feedback!
I believe level 4 might be bit confusing because normally pressing a colored button toggles the corresponding springs, but in this particular example you are given the opportunity to hold 2 buttons of the same color and when that happens they act more as a ON/OFF switch rather than a toggle because holding 2 red buttons at the same time is the same as holding one. The stage is not particularly difficult but I don't remember encountering this interaction before.
For the level 4 mechanic, it was introduced on world two where there are 3 busy fairies pushing buttons down. But it is a nice idea to introduce it in another level and flesh out the mechanic properly.
Level 7 introduces a mechanic I consider noteworthy because for the first time a fairy other than the blue one is capable of enraging the toads. Of course, this was technically introduced earlier along with the brave fairy, but this is the first time it's required to solve the level.
Yeah, making toads mad is something that makes the brave fairy stand out. I do have to flesh out the levels with her a bit more.
I know I'm reading too much into it but this has slightly changed my perception of the blue fairy's character from mischievous to maybe a little compulsive because annoying the toads without poking them doesn't progress the levels. That means poking is more important.
It is mischief, just focused on poking more than making toads mad.
Finally, there's a new unfinished mechanic in the form of the mysterious red area that attracts the friendly toads. This generally works fine with the exception of stage 12 where the yellow toad would sometimes get stuck walking right instead of up where it's supposed to go and I couldn't really tell why.
I will adjust level 12 a bit.
Besides that I think the levels were quite straightforward and I didn't find any bugs or issues. The reason I had difficulties with Advanced air control in particular was because I didn't occur to me that I had to enrage the toad at the start rather than later on so I kept misusing the smart fairy to go in rather than out which left me short of a fairy to press the red button at the end.
Advanced air control might be a very challenging level, but I'm ok with having levels like that in the game. I will keep it like it is now, but making sure it is not easily accesible.
Played for a bit. Video:
My save was gone, so I had to play from the start. I speedrun the game to try to get back to where I was as fast as I could. Some notes:
The game crashed 3 times on the last map I played. The crash is very consistent, so I will wait for an update to try completing this area again.
The cactus enemy that has a second life is very annoying to deal with. I haven't found a way to handle it, if I try to rush damage from turn 1, it does it's special move turn 2 and just outright kills someone. And if I wait until I can kill it in a single turn it still dishes out absurd amounts of damage. And it is very tricky to decide when to kill it since it's egg state is so short so I might kill it but I don't have anyone nearby to destroy the egg.
The mana rain battle field feels like a coin toss. I have lost battles just because the enemy team manages to use an ability all their turns thanks to luck.
I found a bug when using a respec. I put some perk points and want to change something, so I pressed discard changes and the game put the perks back on how it was before using the respec. As a result the perks ended up how they were before and the respec point was gone.
About the respec, I'm not entirely convinced about it. Thanks to the nature of the skill tree a lot of time you end up with perk point that you cannot really use that stay in the inventory until you level up again. With the old system, you could adapt a different build so the point had a temporary home. Now that is much harder
Beat the entire game. Video:
I will start saying that the end of the game is amazing and I fully didn't expect it. I was going to stop much sooner, but since I found a strategy that worked pretty well I wanted to see how far I could take it.
One thing that really should be taken care of is the wait times. Waiting for the puck to fully stop, waiting for the scores to tally (for each player), waiting for the new round, the amount of waiting hurts the game. The character reaction and the tally could be put on the same scene to save time for example.
Also good intro and very nice spritework overall.
I beat the game. Video:
Very cute graphics and very polished UI. Overall very nice presentation for an early prototype. Even as a final game this would be great.I find this game a bit overwhelming. Everything has abilities and different stats that makes things difficult to keep track of and the gameplay is very chaotic to the point I feel most of my moves have random results. I don't feel I'm in control. Pointing the shot in the direction I want is challenging, I want to do fine adjustments and for that I have to do quick taps of the direction keys that not always result in the path I want, so I have to keep going back and forth in an uncomfortable way. The windows to use the abilities feel too tight, making it much easier to miss.
It is a good starting point, needs polishing and in my opinion simplifying some ideas and giving the player more control.
Thanks for playing and the kind comment!
How many areas and fairies do you think there will be in the final release?
There will be 6 different fairies and also 6 different toads. The game will have 10+ more areas all featuring a special mechanic. I'm aiming for them to be easy to understand to avoid overwhelming people.
Thank you! The picture is very useful. Level 6 teaches something very important about the brave fairy so it makes sense you didn't complete the other levels. I do want to control how difficult the game is, so knowing how difficult levels feel is good feedback.
it was pretty interesting seeing how the yellow toad works and that's all fun for me. might be the only docile toad in the entire game by far
It is! Hopefully his final graphics will show it better.
Also, i didn't even BOTHER to do the bonus levels cuz i KNEW they would be hard from the beginning.
Thats good, bonus levels are there for people who want an extra challenge, they must feel optional.
Played with the bomb girl and the priestest. Video:
As always very nice to play this game. Good new artwork and the enemy variety and progression feels much better now.In the info screen, it would be good to have a title for each stat.
This time around the upgrades confused me a bit. I felt a lot of them weren't very clear to me, like the physical/spell damage increase. I can make a guess like thunder -> spell and sword -> physical, but what about the bombs? Which are they? And why bother getting ice damage if my only skill is a very low damage ice aura? Also what is spell cooldown, are those my passive skills or my active one? The bomber active didn't feel much different with that. Neither the priestess aura.
Exp gain upgrade feels incredibly powerful. Not getting it early can make a huge difference.
About the priestess, I didn't fully understand her. Her red aura is very weak and slows you down, without mentioning that it hurts you, something I didn't notice until I died like 3 times to it. I started turning the aura green as soon as I got a good damage dealing effect and getting a better run, felt like a no-brainer exchange.
The spider enemies only spawned very briefly during the run, maybe you can spawn them a bit more, they were fun.
I played the game and reached the final boss
A true flash like game, it is like going back 20 years into the past. Everything from the graphics, to the sound to the gameplay is peak macromedia flash.
I managed to find safe ways to deal with all normal mooks except the robber. The crocodile is funny because to safely defeat it you have to put your character on top of it and then start punching. I didn't use the special moves much, I got hit every time I used them. I also didn't have much problems with the bosses.
There is no invincibility frames so there is a high chance of getting comboed while being stunned, it feels unfair.
The last boss kinda breaks the rules of the game without being able to stun it. I managed to make it leap back once, but I'm not sure how it happened. Also its cutscene, like the starting cutscene, should also be skippable (I know about the options menu checkbox, but I don't want to risk not being able to see the end game cutscene).
Overall a nice little game!
Hello /agdg/, nice to see you again
A lot of changes are on features out of the demo, so the game will not look too different from what you remember.
Once again the instructions: there is a whole new world with NEW PUZZLES, but hidden. To unlock that world you have to LOSE the first level. "Try again" must appear on the screen when you lose. Once that happens you will hear the victory music. Go to the map and the new world will be unlocked.
If you want a tip in how to do that: keep poking the gray toad (lots of pokes).
I'm looking for feedback on the new levels mostly. Also try out the new taunt mechanic! Press V!
Thanks for reading!
A question is have is did you have and specific palette that you were sticking to during your design? Or do you just pick whatever colors look best?
Originally I wanted to have the 5 colors in the game (red, blue, green, yellow and gray) be reflected in the fairies, the toads and the level contraptions. I tried to stick to that for a while, but some fairies like merry needing a different color and the brave fairy looking subpar with yellow, so I bend the rule but still kept is as a loose guideline. By the end I just experimented with colors to see which ones meshed well together.
One thing that I did manage to keep constant was using yellow as a highlight for all fairies.
Interesting thought process. You had an idea to lessen the required effort only to talk yourself out of it while implementing it. It happens.
Yeah, change of plans. Thankfully I don't have a strict deadline so I can afford to take the time.
As for the placeholder, it probably didn't help that illusions look like that in DotA and Warcraft 3, but tinted blue instead of green. That probably helped condition people towards that interpretation.
I completely forgot about that! I played a lot of dota so maybe the green tint was a subconscious decision at the time.
Also, I'm still a little confused about the fairies. Is the summoned fairy some sort of construct that only lasts for a level, a merry fairy that was at a different location and got teleported in, or a fraction of the original witch fairy contained within the marble?
Sorry I wasn't clear on the devlog. The fairy is teleported where the witch fairy is. Where the summoned fairy is something I haven't revealed yet.
You are right about the version, the current itch.io one is the same one from steam. I did that to unify both for the new trailer. The test levels are done for testing mostly, they are very rought around the edges and I don't want people to think the final levels will be that unpolished. I do update with test levels every now and then if you want to play them.
Also thanks for playing!