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A jam submission

Poke ALL ToadsView game page

A puzzle game starring mischievous fairies
Submitted by La_Fafafa (@spacematra) — 1 day, 18 hours before the deadline
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Poke ALL Toads's itch.io page

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Comments

Submitted(+1)

Cute game and I really like the level select design. I've played through the first world so far but will play more when I get the chance

Developer

Thanks for playing!

(+1)

Been meaning to play this for a while now. Now that I've got my hands on it, I've got to say that it's fantastic. Got through all the stages + test stages, used an Xbox controller for input.

That being said I do have  a few minor nitpicks:

  • (Xbox Controller) Why can't I use the left stick for the menu?
  • (Xbox Controller) Have to pause the game from Level Select screen to exit to menu instead of "B" to go back.
  • Fade transition happens twice sometimes?
  • In "The Coast - 4 LEAPS OF FAITH" when crossing between the two platforms the sprite of the fairy vibrates a lot during the jump. Might be movement or camera issue? Doesn't look smooth.
  • Can't tell difference between turning on and off the "Pixel perfect" option in the menu.

Otherwise I'm excited to see more.

Developer(+1)

Thanks for playing and the feedback, sorry for the late response.

  • (Xbox Controller) Why can't I use the left stick for the menu?

Oversight, I will add it for next update.

  • (Xbox Controller) Have to pause the game from Level Select screen to exit to menu instead of "B" to go back.

Going from the main menu to the map is a relatively long process, so I don't want to have accidental B presses take a player back to it.

  • Fade transition happens twice sometimes?

Yep, it has been fixed for next update.

  • In "The Coast - 4 LEAPS OF FAITH" when crossing between the two platforms the sprite of the fairy vibrates a lot during the jump. Might be movement or camera issue? Doesn't look smooth.

This is something I will need to look into, it is not something very simple to solve.

  • Can't tell difference between turning on and off the "Pixel perfect" option in the menu.

Pixel perfect only affects the window when the pixel art cannot be scaled properly to the windows size. If the window has the right proportions, this option will do nothing. 

Submitted(+1)

Great overall, the test stages were easy, so judging from the past streams I sadly missed out on the actually challenging stages. It was a very smooth sailing overall, maybe even too much since often the bumps are what make things memorable.

Wouldn't it be better if selection screen had fairies' drawings with silly strategic plans on how to poke them toads?

Unlocking new level could automatically navigate to that level, although there are 2 reasons not to do so, so it's not worth it.

It would be funny if during time speed up fairy-cucked frogs were doing some angry gestures, similar to the memes like the guy writing on a board.

Ice mechanics are not intuitive in a realistic way but they do work perfectly through quick experimentation.

Glasses frog could use more forced tutorial that you can change the direction. While I figured it out on the go first try, it was only at the last test stage after taking quite a few steps on that level beforehand. I'm not sure how probable it is for someone to get stuck there, but it might happen.

I loved the grey frog foreshadowing with 1-9 pokes.

I'm not sure what's it about with loading screens but I didn't notice anything bad about them.

Developer(+1)

Thanks for playing and the detailed feedback!

Wouldn't it be better if selection screen had fairies' drawings with silly strategic plans on how to poke them toads?

If you mean loading screens, I plan to have much more so I can include drawings like that for the following levels, it is a nice idea.

It would be funny if during time speed up fairy-cucked frogs were doing some angry gestures, similar to the memes like the guy writing on a board.

Well the toads have mad speech bubbles when they can't reach a fairy, it is not flashy but was easy to make and does the job well enough.

Glasses frog could use more forced tutorial that you can change the direction. While I figured it out on the go first try, it was only at the last test stage after taking quite a few steps on that level beforehand. I'm not sure how probable it is for someone to get stuck there, but it might happen.

You are right. I have seen other players getting confused initially by how it works. I could use one or two more levels to smooth out the learnaing curve.

I loved the grey frog foreshadowing with 1-9 pokes.

Thats cool but misterious. I don't know what happened but the toad doesn't change at all during those pokes, it might have been a lucky coincidence.

I'm not sure what's it about with loading screens but I didn't notice anything bad about them.

The fact you didn't notice anything is a good sign, but if you are curious: loading screen on victory and defeat take longer than restarting a level. This was changed to give the player more time to see the drawings. But nobody seemed to notice, which means the change did a good job.

Submitted
Thats cool but misterious. I don't know what happened but the toad doesn't change at all during those pokes, it might have been a lucky coincidence.

I meant the text in second stage saying that they don't min 1,2 or 9 pokes. It's clever, or is it an accident?

Submitted(+1)

I beat all the levels, I have no complains, everything is well made, just make more levels for the final game and that it. As for the final levels and challenges: make them bigger and more complex. Good job.

Developer(+1)

Thanks for playing!

Yeah I have to definitely give a spin to larger and harder levels. It might be something to try for the next demo day.

(1 edit) (+1)

I played it and had fun, all I have to say has been said by others though.

Developer(+1)

Thanks for playing! Your experience being similar to the other players is valuable feedback on itself.

Submitted (1 edit) (+1)

I finished the test levels. The idea of a tongue shattering ice strikes me as a little weird since the interaction I would expect would be for the tongue to get stuck in the ice instead. Nevertheless, video game logic dictates that the ice would be broken instead because otherwise the levels would be unbeatable. I'm extremely pedantic, I know. 

Anyway, I found the levels to be quite easier than expected. I guess tutorials are a byproduct of introducing a new mechanic but it was still surprising to me. Then again, I have beaten the regular levels multiple times by now so my perspective is far from a new player's.

Also, here are some poorly drawn fairies from me to you.

Developer(+1)

Thanks for playing again!

I finished the test levels. The idea of a tongue shattering ice strikes me as a little weird since the interaction I would expect would be for the tongue to get stuck in the ice instead. Nevertheless, video game logic dictates that the ice would be broken instead because otherwise the levels would be unbeatable. I'm extremely pedantic, I know. 

You are not the only one who thinks that way, it's ok. It could be interpreted as "they melt the ice with their tongues". I got other suggestions to replace the ice, like honey. I still like icecubes because they feel natural enough. They also have other functions which justify them being ice a tiny bit more.

Anyway, I found the levels to be quite easier than expected. I guess tutorials are a byproduct of introducing a new mechanic but it was still surprising to me. Then again, I have beaten the regular levels multiple times by now so my perspective is far from a new player's.

A different approach was used for the levels as an experiment. The levels being too easy seems to be a common sentiment, which gives me an idea of what people expect.

Also, here are some poorly drawn fairies from me to you.

Thats not poorly drawn at all, thats an awesome comic! Thank you so much!

Deleted post
Developer

Thanks for playing!

Submitted(+1)

Still lovely. 

I did notice that the new loading screens mitigate the horror of the endless bullying the fairies do and the sacrifices inherent to their main mission. Many a fairy consumed, many a fairy launched into space as the toads look on with mild annoyance. One scene depicted one of the consumed fairies alive and slimed! This is propaganda made to trick both the toad faction and the fairy faction into accepting their eternal plight. Clearly the work of the blue fairy... the only one who hungers for victory. 

Disregarding the moral ramifications of such trickery they all look fucking great, cute and lovely.  

Demo-levels are all good, I have not played the two bonus levels at the end yet. 

Developer

A great moody, darker lore. I really like to hear what other people make out of whats happening on the game, it is always incredibly creative specially with how little lore the game has. 

Thanks for playing!

The last couple levels are tricky, so try them when you feel up for a small challenge.

Submitted(+1)

Well unfortunately I don't have all that much to say other than the loading screens are nice, unlocking things is always fun. Played through the new levels, they're pretty simple but enjoyable. New mechanics are cool, I especially like the new type of toad.

Developer

Thanks for playing again!

Yeah from now on the most important changes will be new levels to test, since the rest of the game is basically done. I still appreciate the time you gave to the demo and comments about the game. I'm trying a new approach with the newer levels, so I welcome feedback about them. Character related mechanics seems to be the favorite of everyone, so it is nice to hear you liked the new toad.

Submitted (1 edit) (+1)

Incredible. A nintendo DS chill game.

high level everything so I'll only focus on stuff that can be improved.

>Animation during arrows jump, idle looks a bit goofy with the rest of the game being so animated

>remove shadow when above air

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.

demo hit the sweet spot, I was gonna stop playing on that map.

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.

post credits scene where all the fairies beat up blue fairy for getting them eaten. =P

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.

Developer

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.

Submitted (1 edit) (+1)

Edit: I'm looking for feedback on two things: the loading screens and the new levels.
Only saw that now. Nothing I can comment on.


Holy smugness. That's hilarious and adorable.

Only played to level 10 (Base of operations) of the second map. Very fun. Has that Nintendo vibe.

Towards the end I'd end up confusing the controls "switch character" and "pick up/poke". If there's no rebinding, it'd be nice to have additional inputs on the keyboard: TAB/S to switch, E/Space to interact, CTRL/P/Enter for time stop; alternatively interact on Enter and time stop on Space... With QWERTZ it's a pain. Even so, ZXC (on a QWERTY board) are too close together to mentally separate the key from the action, especially since X and C both are about switching.

Also, the menu is interactable with the mouse, the level selection map is not.


No commentary video.

Developer (1 edit)

Thanks for playing! Very happy to see the video, it showed me a couple of bugs to fix.

Only played to level 10 (Base of operations) of the second map. Very fun. Has that Nintendo vibe.

I have to do something about that level. Watching your video and with the experience of other people I realized it is a jump in difficulty.

Towards the end I'd end up confusing the controls "switch character" and "pick up/poke". If there's no rebinding, it'd be nice to have additional inputs on the keyboard: TAB/S to switch, E/Space to interact, CTRL/P/Enter for time stop; alternatively interact on Enter and time stop on Space... With QWERTZ it's a pain. Even so, ZXC (on a QWERTY board) are too close together to mentally separate the key from the action, especially since X and C both are about switching.

The game's controls are based in old emulation programs, a lot of people are used to it. In hindsight I should have made use of the spacebar, but I believe it could be a bit late to change it. The controls are re-bindable from the menu. About players forgetting how to switch and which keys to use, I have to figure something, you are not the only one who has reported the issue.

Edit: I'm looking for feedback on two things: the loading screens and the new levels.
Only saw that now. Nothing I can comment on.

It's ok, I appreciate the playthrough anyway. And "no comments" sometimes also means "no problems", which is fine for the loading screens.

Submitted (1 edit)

Aaaaaaaaaaaah, ok. I totally missed the "Setup controls" option. I was sure I had checked for it at the beginning. Now looking at it again I remembered why and I missed it again, because I thought it's the header of the menu and not a button, since the text is centered and the form of the button is the same as the menu box. Also, the other options underneath have the checkbox which make it clear that these are clickable. And also, the controls menu is buried a layer deeper than the other options.
Compared to the Screen option which has a drop down arrow. I'd either separate controls into it's own window (4th option), or set the text left bound and add a button graphic (like the back button) with a right arrow -> to make it clear that there's a submenu.

Submitted(+1)

Oh Lord... Finally beat the Rise and Shine bonus level. Took me almost 15 minutes to figure out the trick. I thought I had to somehow put the fairy down without throwing...

Also finished the test levels. Works well. Not sure about Ice Trap bonus level. I'd assume it's an acutaly trap with the frozen button block? Anyways, that level was somewhat hectic and I failed once or twice because I forgot to press when standing at the flag.

Developer (1 edit)

Thanks for playing the rest of the level! Also sorry for the late response.

Yeah testing showed that the levels are very rough. Some of them will be completely remade. I really iiked how you were messing around in the snowflake level, fun stuff.

Developer

You should know the drill, but if it is the first time: 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 two things: the loading screens and the new levels. Since the loading screens force a slowdown, you can skip that by pressing Z or from the options menu. The loading screens are unlocke by beating the old levels. There are loading screens that appear only when you lose, like in "cooperation".