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A jam submission

Poke ALL ToadsView game page

A puzzle game starring mischievous fairies
Submitted by La_Fafafa (@spacematra) — 2 days, 18 hours before the deadline
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Poke ALL Toads's itch.io page

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Comments

(1 edit) (+1)

played until the end i think ( 29/24 levels or something like that). first time playing this

there are nice mechanics that felt fresh. and the characters and humour are great, you were able to make a puzzle game that is also funny.

the progression is good, did not felt like it went up too fast like it often happens with puzzle games. in fact, i`d say that the tutorial level were maybe a bit too easy.

i have mixed feelings about timing mechanics and how you can dodge so easily their tongues. sometimes i feel like i did not solve the level, but cheated by being agile enough. it`s a very subjective feeling, it`s nice already but i guess it could be even better if you just knew 100% that you have a safe spot to stand and wait for the tongue to hit a wall or something. i made a gif to explain this better.... see how i solved the last level - i don`t know if this is the intended way, but i was at some point dancing around dodging tongues

i had the same feeling in one of the `main` levels as well, were i did not use one button and i was not sure if i solved it `wrong` or if it was just a decoy

now, i`ll give my opinion about the graphics and you can take it with a grain of salt (or several, considering that if you saw my games you know i can`t into art) -

while the characters are all very nice and funny, the menus and maps are also very polished, i think that the platform tiles are a bit lacking in quality. the `dirt` ones have a lot of detail, while `sand` and `wood` seem to be in a different style. the wooden are the ones that i felt were the weakest. maybe you can explore something that shows their tiled nature, idk. the buttons are also kinda `meh`, they don`t seem to be made of any material, so it doesn`t quite fit with the scene.

i can`t comment on the sound because i played on wine and it the whole experience was without audio unfortunately.

overall i liked it. it`s a good game with interesting and new mechanics and funny/humorous. but with a bit more work on the ground graphics i think it would be both good and a commercially successful.

Developer

Thanks for playing and completing the game!

Very nice gif! It really helps to show your point. This demo was mostly to see people's reactions to timing puzzles. The last bonus puzzle is very flawed. I have seen people solving them in different ways and none of the players looked like they enjoyed the process, which means I'm doing something wrong. The level before that is also flawed and should be looked into

>i had the same feeling in one of the `main` levels as well, were i did not use one button and i was not sure if i solved it `wrong` or if it was just a decoy
One puzzle had a red herring, which means something that wasn't necessary to solve the level. I might need to tone down the use of them.

>level graphics
I still have to come up with different types of terrains and define a style. The sand, dirt and wood textures are all experiments to get a direction. I like that the dirt and sand textures tile nicely but I also like that I can make planks of wood. I think I will end up using a mixture of all, but I have to polish some of them. The buttons/walls/etc have that look mostly so they fit with everything and are easy to animate. They have a ton of other restrictions which I needed to design around and being pixel art made things even more difficult.

>overall i liked it. it`s a good game with interesting and new mechanics and funny/humorous. but with a bit more work on the ground graphics i think it would be both good and a commercially successful.
Happy to hear that! I hope I will be able to end up with a fun, complete game at the end of development.

Submitted(+1)

Here's a video of me playing:

https://mega.nz/file/XctyULYB#3Pw_kQtj8xsXSTdDq9CC_F57eR_qfkg_SseWlQBteZs

I hope you like it

Developer

Thanks for playing! I really appreciate the video. I watched it on my side monitor while working. Some notes:

- First, thanks for giving the game almost 2 hours, specially when getting stuck in some of those places. You really powered through those frustrating movement.

- Im unsure about making flying animations. I have seen some people liking them flying through the air like that, it has that shitposty feel to it. But also it feels too low effort.

- "why do fairies poke toads?" that will come with the lore, so it will be later. But Im having fun looking at people coming up with their own conclusions

- "Fairies appearing from flowers" A lot of people suggested making flowers a theme and I kinda like that. Giving them an enter animation could be a bit difficult though.

- In the first bonus level, you got the right idea for beating the puzzle at the start, but accidentally stood slightly to the side, making you think the throw was impossible. I want to avoid that happening since it is very unfair. I will try locking the strong fairy to the grid when she starts throwing, which should alleviate those issues. Also maybe show where the fairy impacts with the wall.

- Im also realizing both final levels of the second world are too difficult. I need to bridge the difficulty between them and the earlier levels.

- About the last two bonus puzzles, they are very flawed. I will scrap them and salvage some things for other puzzles. Timed puzzles are not easy to make and they are annoying to play, so I will rethink my approach.

- "fairy on 2 tiles at the same time" Since the game is in real time, the position of the fairies are not bound to the grid, generating that weird behavior. I have been thinking about some ways to alliviate it but it is very difficult.

- Those 5 bonus puzzles were more annoying than I thought, mostly because they are 5 random puzzles with little connection between them. I still found the feedback very useful, specially in what not to do.

Thanks for making and uploading all your videos in DD!

Submitted(+1)

It's been a while since I played your game, and I had fun so playing for almost 2 hours felt like nothing.

Im unsure about making flying animations. I have seen some people liking them flying through the air like that, it has that shitposty feel to it. But also it feels too low effort.
I am sure if you made cute animations people would prefer them. Of course that goes into polish, and is not needed for the whole game to function.

"why do fairies poke toads?" that will come with the lore, so it will be later. But Im having fun looking at people coming up with their own conclusions
My headcanon lore is toads partied hard, and kept fairies from sleeping. Fairies are just taking revenge on them by keeping toads awake.

I think what you could do to fix the throwing and being on 2 tiles at the same time issue is just snapping fairies position at the end of their movement. A simple jump at the end of movement could work I think. I just got that idea from Blood Bowl 2. Characters get snapped to grid, but their animations,especially movement are not snapped to grid. Alternatively you could just make the whole game grid based. I am going to be looking forward to see what kind of solution you implement.

Developer (1 edit)
  • My headcanon lore is toads partied hard, and kept fairies from sleeping. Fairies are just taking revenge on them by keeping toads awake.

Lol nice.

  • Characters get snapped to grid, but their animations,especially movement are not snapped to grid. Alternatively you could just make the whole game grid based. I am going to be looking forward to see what kind of solution you implement.

Changing the control scheme is not simple, but I did give many things a try. Grid movement feels like the movement is stiff and unresponsive. Having free movement but always finishing on the grid also felt weird. I made fairies go to the nearest grid position when stopping and sometimes that meant walking back, which means changing directions and facing the other way. I can modify the movement system to allow walking backwards but still it doesn't remove the weirdness.

The thing is that at its very core poke all toads is an action game, with several layers of puzzle elements on top of it. And puzzle controls are really awkward and uncomfortable for action games. So if I want the game to feel good it must use action controls and deal with the imperfections in other ways.

Also tried snapping the strong fairy to the grid at the moment of throwing. It is unnoticeable 95% of the time and was quite happy with it, but at one point I tried a throw very close to a launchpad and the fairy snapped onto it, launching her into the air. So now I'm not sure about this.

Submitted(+1)

I made fairies go to the nearest grid position when stopping and sometimes that meant walking back, which means changing directions and facing the other way.
Just have them jump while still facing the direction they were moving before the jump. That way fairies would always jump snap to grid at the end of movement.

The thing is that at its very core poke all toads is an action game, with several layers of puzzle elements on top of it.

I always thought it was a puzzle game first. The only time it felt more like an action game were the more intricate bonus stages.

By the way, I remember buff fairy being able to be slightly pushed by blue fairy. It's like her collider was reacting to blue fairies' unlike the busy fairies'.

It is unnoticeable 95% of the time and was quite happy with it, but at one point I tried a throw very close to a launchpad and the fairy snapped onto it, launching her into the air.

Maybe you could just check if the tile is of a launchpad, and not snap fairies when that's the case.

Developer
Just have them jump while still facing the direction they were moving before the jump. That way fairies would always jump snap to grid at the end of movement.

It still would feel weird. It is hard to describe with words, but it is immediately noticeable when trying to use the control scheme. Maybe I can make a demo so you can experience it later.

I always thought it was a puzzle game first. The only time it felt more like an action game were the more intricate bonus stages.

Poke all toads is a puzzle game and was designed as a puzzle game. Is that its core is of an action game. Thats because the movement, the way the toads shoot at you with their tongues, the timing and manual dexterity required for puzzles is intrinsic to action games. Puzzle game work more with untimed puzzles, rigid controls and positions, and no manual dexterity involved. To make a comparison, "Portal" is also a puzzle game but at its core it is a first person platformer game with puzzle elements on top of it. All its controls aim to have a better platformer experience.

By the way, I remember buff fairy being able to be slightly pushed by blue fairy. It's like her collider was reacting to blue fairies' unlike the busy fairies'.

Thats intended so you don't have two fairies exactly in the same place. They push each other so the player can notice there are 2 of them. Busy fairies cannot be moved because it is expected to only move them with strong fairies (imagine a player slowly pushing them with a blue fairy across the entire level to cheat puzzles).

Maybe you could just check if the tile is of a launchpad, and not snap fairies when that's the case.

Yeah, but then the system would be inconsistent. I would also need to test for buttons, what if the fairy is on a button and it is moved outside said button? I also found other issues with throwing fairies next to walls and toads, snapping to cumbersome positions. 

I'm trying to think it from another point of view now. The reason why you got stuck there was that you didn't notice the trayectory was against a wall. I believe I should improve the throw indication system, so a player knows when a trayectory is stopped by something. Or make throws follow the grid, but that has its issues too. 

Submitted(+1)

I am sure you are going to figure something out. You can always test out different solutions on DD, because that's what they are for after all.

Submitted(+1)

Amazing presentation, art and music. It looks and feels insanely polished right off the bat. The artstyle and characters are really cute and charming, and the gameplay itself is very, very fun. I'm a sucker for puzzle games, and this is unlike any I've played before. I have no complaints, I'd buy this in a heartbeat in its current state.

Developer

Thanks for playing!

I'm very glad that you find the game polished, it was one of my main goals for this DD. I still need to add a ton of things to the game for me to be comfortable selling it, but it reached a point where I can promote it while giving a good first impression.

Submitted(+1)

A very interesting concept for a puzzle game

I enjoyed it, despite it's weirdness. There are very few games that toe the line between charming and weird and this is one of them. 

Nothing really to criticize. Pacing felt great, didn't run into any bugs. Fun game! 


Developer

Thanks for playing!

Yeah it has a weird concept, but I wanted it that way. I have been pushing to soften the weirdness with new sprites and interactions though which made people look at the game with different eyes lately, so I'm happy the weirdness has not been overwhelming like before.

Submitted(+1)

As you know, I think this game is excellent in all regards, I talked about this in my last DD review.

This time, I managed to beat all the level, including the one normal spade/bonus level and the 5 new levels, so I will focus my feedback on the new stuff:

>Quick switch is great. I only used that, and didn't bother stopping time or doing the normal switch. I think you should keep this as-is, I'm very happy with it.

>Busy fairy and the other new visuals look cool and they fit into the setting. I especially like some of the newer tip screens. The only thing that is somewhat iffy is that for the loading screens which feature a toad that covers half the screen (like the screenshot you have for itch, "not all toads are asleep"), they end up looking low-effort compared to the others. This isn't an effort issue, but that's just how the style works: their bodies are single colored, with shades at the edges. For the pic in question, a good 30% of the image is shade-less flat green. I might be being very nitpicky, but I think for some images I would add more details to the sections without a lot of activity. In this case, maybe have the toad holding a bat, maybe his arms are crossed, maybe he's holding a newspaper he was reading, or something along those lines to break up the flat color section. Again, could be me being nitpicky - but at least for me some tip screens are more interesting than others.

>Timed buttons are cool. Some are a bit too tricky with the time given, especially considering you mentioned early on that the Player will always have ample time. I didn't have any difficulties with them, but I'd be careful since some seemed a bit too close to say I had *ample* time. They're clearly WIP so this isn't an issue, though. 

>It took me about an hour to go through all the levels. I think most of the time I spent on the first extra level (which I think was there last DD), and some of the bonus levels. I don't think any of them are too difficult.

>You sometimes give hints in the level title. Usually, by the time I need a hint, I've forgotten what the title was, and have to hit Escape to show the level name to remind myself. That's fine, but maybe it would be a good idea to have the level name somewhere on screen. 

You can see I really ran out of meaningful suggestions at this point, because I think your game is excellent in all regards and one of the best ones in the thread/DD. Keep up the great work, I will buy this on release.

Developer(+1)

Thanks for playing again!

I have been happy with the reception of the quick-switch among testers. It seems a good number of people prefer it over the time stop option.
>toads visuals
Don't worry, you are not being nitpicky. The color/shading of the toads is overly simplistic, other artist at least give the belly of frogs a different color to break up the shape. Since I chose to not do that, the toads can look too simple in some situations. The best I can do is be mindful of that and, like you said, do something to not have a full block of green. But I also like to give the drawings a somewhat crude feel to them, the picture you mentioned resonated with a lot of people. At the moment I'm learning how to draw in that style, so I will need to experiment and find my way.

>timed buttons
There is a fine line that once crossed the puzzles becomes too action-y. I try making levels with lax solutions, but I realized that players can come up with other, harder ways to win and they push themselves to solve the levels in that way. So they end up going through a gauntlet without realizing there are easier ways. This used to happen before, but time pressure escalates the situation. I cannot really control or predict the solutions people will come up with, which means I should be extra careful with timed puzzles from now on.

>It took me about an hour to go through all the levels. I think most of the time I spent on the first extra level (which I think was there last DD), and some of the bonus levels. I don't think any of them are too difficult.
Yeah, big part of the difficulty of the game is learning its rules. Once you learn them, the puzzles aren't that difficult and even then I don't really know if I should make more difficult puzzles either.

>You sometimes give hints in the level title. Usually, by the time I need a hint, I've forgotten what the title was, and have to hit Escape to show the level name to remind myself. That's fine, but maybe it would be a good idea to have the level name somewhere on screen.
I can look into that, for now I consider the vertical space precious since I have so little to work with (the top rows are practically unusable thanks to the fairies being "tall" and their heads go above the top of the screen). What about putting the level name in the loading screen? So each time the level is restarted, the name flashes briefly in front of the player.

>You can see I really ran out of meaningful suggestions at this point, because I think your game is excellent in all regards and one of the best ones in the thread/DD. Keep up the great work, I will buy this on release.
I appreciate comments and observations regardless. Thanks for the support! Sadly/Luckily I reached the point where content creation takes the center stage and the demos will not look much different from now on.

Submitted(+1)

Very well made. Great animations, sound effects, and smooth gameplay. My only concern is for your health. How many mushrooms did you have to eat to come up with a concept of floating platforms in which you must poke toads with a fairy? I honestly think you should cut down a bit, it might be bad for your health.

Developer

Thanks for playing!

>How many mushrooms did you have to eat to come up with a concept of floating platforms in which you must poke toads with a fairy? I honestly think you should cut down a bit, it might be bad for your health.
Lol. The game was initally based around fable 4 trailer and grew from there. At one point the platforms were on top of water, but I found it too boring and changed it to floating abstract platforms.

Submitted(+1)

Very nice. Excellent. Top tier adorable.

Actionables:

-Might wanna let the player retry by pressing R after you lose your fairies.

-I feel bad for the buff fairy please give her a happy ending

Developer

Thanks for playing!

>Might wanna let the player retry by pressing R after you lose your fairies
Reasonable, I will add that.
>I feel bad for the buff fairy please give her a happy ending
I still have to add some tutorial images that should not make losing fairies appear so grim.

(+1)

I don't have much to say this time. I just wish the winning fanfare was more epic, more levels! Great work.

Developer

Thanks for playing!

Yeah I'm thinking about changing the fanfare. It is good enough, but could be better.

Submitted(+1)

Played this before.
- can't scroll the patchnotes window with a controller
- add WASD
- have a confirm dialogue on pressing exit
- game shows kb tutorial when playing with a controller, makes it seem controller is not intended
- auto select the next level on the map
- no restart button on the controller
- permanent buttons feel bad without being able to rewind time for a second
- would be nice to cycle "backwards" somehow when there's many units
- the meme trap boosts feel bad when you have to restart the whole level (1s rewind would fix this)
- would be nice to be able to put down the fairy instead of throwing 
- got stuck for a long time on 2-12 (an hour?), even though you want me to go through the yellow thing on the brief moment the tongue pulls the fairy over the button, but nope, decided I'm either retarded or this is impossible and I hope it's not impossible

Quick switching makes the game much better. 

Developer

Thanks for playing again!

>can't scroll the patchnotes window with a controller
That menu is more for development than as a final inclusion in the game. So it will be janky, sorry about that.
>add WASD
It was in last DD and nobody really mentioned it, so I don't know if anybody used it. Having it complicates the rebinding system a lot, so I cut it out. The arrow keys can be rebind quite easily now though.
>have a confirm dialogue on pressing exit
Sure, sounds good.
>no restart button on the controller
I was afraid people would press it randomly while playing, but I realize leaving it out was a mistake. I will bind it as default.
>permanent buttons feel bad without being able to rewind time for a second
>the meme trap boosts feel bad when you have to restart the whole level (1s rewind would fix this)
Time rebinding is very complex, I though about it but I'm not skilled enough to implement it. Now that the game has advanced so much, it is even more difficult than before.
>would be nice to cycle "backwards" somehow when there's many units
I prefer to keep it simple. Also when there are two keys to cycle, people only use one unless there are too many fairies on a level. Also regular time stop switching exist to make those situations easier.
>would be nice to be able to put down the fairy instead of throwing 
That is intended and used for puzzles.
>got stuck for a long time on 2-12 (an hour?), even though you want me to go through the yellow thing on the brief moment the tongue pulls the fairy over the button, but nope, decided I'm either retarded or this is impossible and I hope it's not impossible
It is possible to beat that level, you never have to rush or do an overcomplicated action sequence. If you want a tip, here: each fairy in the level has a purpose, figuring it out is key to beat the level
>Quick switching makes the game much better.
Happy to hear that! Having both options should be the best thing on the long run.

Submitted(+1)

>I prefer to keep it simple
You have about half the buttons on the controller unused, I don't what's wrong with people using only one button, but those who find it useful using both

>removed WASD
if you can't assign multiple keys to a binding, then you can leave out the WASD for rebinding, just overwrite their function if the user binds something to them, no reason to keep them unused by default

> each fairy in the level has a purpose, figuring it out is key to beat the level
Huh, do I also have to use the movement keys to beat the level?

Developer

>You have about half the buttons on the controller unused, I don't what's wrong with people using only one button, but those who find it useful using both
I prefer to reduce keys used as much as I can, but I will think about it.
>if you can't assign multiple keys to a binding, then you can leave out the WASD for rebinding, just overwrite their function if the user binds something to them, no reason to keep them unused by default
Leaving out WASD can create a lot of issues for people who want to rebind keys, specially if they are using international keyboards.
>Huh, do I also have to use the movement keys to beat the level?
Ok ok, fair. You need to press the yellow button to progress, but how do you not get catched by the toad on the top left part of the level? Is there any way to calm it down?

Submitted(+1)

>Leaving out WASD can create a lot of issues 
I mean you make WASD do movement by default, but not show that the keys are assigned in the options menu. You go to options, and it says W is not assigned. When you press W and it is not assigned, it moves you up. If the W is assigned to something by the player, then W no longer moves up.

>I prefer to reduce keys used as much as I can
I don't understand this at all, why force me to play how you want me to play, but also let me rebind keys. Optional functions that you never mention in the game and the player can discover hurts no one at worst and helps someone enjoy the game more at best.

>You need to press the yellow button to progress
That's the problem. I'm clearly missing something, but if you need to press the yellow button, that means one of the muscle fairies has to stay on the first island. If one has to stay, only one can move away from it, since there's no way to return. The only way to press the red button then is to throw the blue fairy on the red buttons. In that case, gates open, but you can't exit. Also, if you don't catch the reading fairy at the start, you can't use the muscle fairies, so the first move is forced. I've accepted my IQ to not be high enough for this.

Developer

>I mean you make WASD do movement by default, but not show that the keys are assigned in the options menu. You go to options, and it says W is not assigned. When you press W and it is not assigned, it moves you up. If the W is assigned to something by the player, then W no longer moves up.
I understand, but then I would need to add the other keys (poke, switch, quickswitch) and also inform the player. Then I would get asked why they cannot be rebound. It makes things confusing, so I opt to simplify it.

>I don't understand this at all, why force me to play how you want me to play, but also let me rebind keys. Optional functions that you never mention in the game and the player can discover hurts no one at worst and helps someone enjoy the game more at best.
I want to reduce keys used in case I later on have to add more functionality to the game. I have 3 of the 4 main buttons in a controller used already and I consider that precious space. Having three keys that basically do the same (switching fairies) is a tad much. Also there is the possibility of a sequel using that last button, I have plans. But like I said, I will think about it and see if there is a clean way to implement it.

>level
I realized we were speaking about different levels. The level number in the pause menu is bugged and said "12" when it shouldn't. My bad. I believe right now you are stuck in "Convenient trip". This is a level that comes later on the final game and teaches an advanced technique. 
>you want me to go through the yellow thing on the brief moment the tongue pulls the fairy over the button,
With that you learned a fairy going over a button activates it. Is there another object which can be activated that way?

Submitted(+1)

> Then I would get asked why they cannot be rebound.
All keys can still be rebound in this solution. 

>I have 3 of the 4 main buttons in a controller used
you can do something like (hold L1 + regular quick switch button)

Feels like you're dead set on no changes, which is at least respectable I guess. Still reconsider.
Solved the level pretty easy now yeah, thanks, definitely a retard moment.

(+1)

Very fun! Though I didn't get much challenge until the end since I've played it once before. I played with a controller and it worked great*, though the tutorial prompts should probably change depending on whether you use keyboard or controller. The visuals are polished and are entertaining to look at. The music and SFX fit well. One thing I'll mention is the lack of purpose to displaying the amount of flag levels beaten / total in the top right of the map, given the worlds are basically linear. I would suggest removing it as a pointless UI, unless you plan on allowing some non-linear chapter completion or something.

Good job, I look forward to more of the game.

*For some reason the reset action was set to 'disconnected' surrounded with <>(or some other bracket) when I selected the controller option in the drop down menu. Don't know if it would have worked or not since I changed it before playing the game.

Developer(+1)

Thanks for playing! I'm glad you tested the game out with a controller, controller support was broken in the last DD.

>One thing I'll mention is the lack of purpose to displaying the amount of flag levels beaten / total in the top right of the map, given the worlds are basically linear. I would suggest removing it as a pointless UI, unless you plan on allowing some non-linear chapter completion or something.
Good point, I haven't worked on it more because I wasn't sure on it.

>*For some reason the reset action was set to 'disconnected' surrounded with <>(or some other bracket) when I selected the controller option in the drop down menu. Don't know if it would have worked or not since I changed it before playing the game.
I left it disconnected in fear people would accidentally press it while playing or opening the pause menu. It is possible to bind it. Another posted also mentioned this, so I will bind it to the select button for next demo day.

Submitted(+1)

Your animations are as beautiful as always and the UI looks great too. 

I'm not the biggest fan of timed puzzles but this didn't feel overwhelming, I think the level design introduces concept very well. 

Developer

Thanks for playing!

For timed puzzles, you mean the last 5 levels? I'm trying to be careful to not turn the timed puzzles into action-y levels, so the timers are there to make certain solutions impossible rather than challenging the player's reflexes. Like mentioned at the start the levels are not polished, I could give them a balance pass.

(+1)

Excellent work. Seems like you're pretty much mastered juice and all that. Tone of the game is cute. My girlfriend was watching me play and was laughing. When the toad tongue was coming at me she yelped hahah. Level progression is flawless. Puzzle mechanics are great. Yadda yadda. It's a hit! Finished world 1 and really enjoyed it.

Couple nitpicks:

  • Some assets are weaker than others, and could probably be improved with a couple hours work. 
  • The clouds in the background floating by look like MS Paint spraycan things. 
  • The dirt tiles look a bit jank. 
  • The water droplet icon is a bit weird and doesn't really fit. 

Anyway, good job.

Developer

Thanks for playing and the feedback!

>Some assets are weaker than others, and could probably be improved with a couple hours work. 
I'm in the process of replacing placeholder art for final one, so criticism is welcome. 
>The clouds in the background floating by look like MS Paint spraycan things.
They have a bit of that, I was looking for a messy look for them.
>The dirt tiles look a bit jank.
I have to work on them a bit more, mainly the sides that go down, I'm not satisfied with them.
>the water droplet icon is a bit weird and doesn't really fit.
A lot of assets use it, so it is not something I can changed easily. I will be paying attention if more people mention it.

Submitted(+1)

Awesome game! I wrote down any thoughts I had while playing so hopefully there's something useful in here:

- Really nice intro screen, main menu, music, makes it feel professional

- Awesome tutorial levels and pacing for the difficulty ramp

- Love the level select screen design, feels very baba is you (which is good)

- Music in game is great

- Sound effects like footstep, poke, toad windup are slightly weak. They did grow on me though so not a huge priority

- The levers/blockade designs are a little weird, why a water droplet?

- Solved "under pressure" level accidentally when I fumbled my controls and switched back but the level is really cool. Somehow make this more intentional to solve (or maybe not since it was a good lesson anyway)

- Every level where you're teaching a new concept is really great at doing that, the overall level design is really solid

- Some of the tutorial images at the beginning of the levels are a little mushy, specifically the sidestep level. The faces don't really seem to match the bodies

              - Though the 2nd image here of the fairy being punched is hilarious

- Last level of world 1 says you'll have plenty of time to act if you solve it correctly, and while I got it first try the timing was slightly tighter than I'd imagine

- The strong fairy throwing the other one gave me a laugh, also that running animation for the strong fairy is so good

- Personally I'd like to know how many levels are in an area, like maybe having they greyed out or an outline or something. Without this there's a slight feeling of anxiety instead of anticipation

- "Dreaming to fly" felt a little cluttered with the fairies in a tight space for the solution

- It would be nice if you could see the level name at the top (mostly for writing this feedback), but it's useful for if people want to talk about levels

- Jump pads could use a little polish & speed increase, but the first level with them has a good solution and misdirection on the first attempt

           - Maybe the jump pad speed is just for longer ones since next level was fine

That's where I had to stop but really awesome game overall, you should be proud of what you've made. It's a really cute & soulful game with surprisingly great level design!

I like the game enough to the point where I'll come back and finish it when I get a little more time.

Developer

Thanks for playing and the detailed feedback!

>Last level of world 1 says you'll have plenty of time to act if you solve it correctly, and while I got it first try the timing was slightly tighter than I'd imagine
Most people try to run to the blue switch as fast as they can, but you can also bait the tongue shot and go to the switch afterwards. But yes, having a relaxed time window is a propority for me.
>Some of the tutorial images at the beginning of the levels are a little mushy, specifically the sidestep level. The faces don't really seem to match the bodies
I still haven't finished all the tutorial images. Ran out of time. for this DD.

>The levers/blockade designs are a little weird, why a water droplet?
The droplet is just something to relate a color to a well known object. I dont want to use colors alone. Maybe I should use another color on that early level though, like yellow/star.
>Solved "under pressure" level accidentally when I fumbled my controls and switched back but the level is really cool. Somehow make this more intentional to solve (or maybe not since it was a good lesson anyway)
It's ok. Some early levels are too basic to avoid beating them accidentally. The player will relearn while they play in those cases.
>"Dreaming to fly" felt a little cluttered with the fairies in a tight space for the solution
The goal of that level is to make players practice switching with multiple fairies. It can be done amazingly fast with some practice.
>Maybe the jump pad speed is just for longer ones since next level was fine
I have received multiple comments about this, maybe that level is a bad introduction to the launchpad mechanic. I will look into it. Also yes they are supposed to have different travelling speeds. 

Thanks for the kind words, I appreciate it!

Submitted(+1)

Very cute game. I am now going to poke toads irl as well.

Developer

Thanks for playing! 

> I am now going to poke toads irl as well.
Watch out, some of them don't like it

Developer