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(+1)

Wow thanks for such an extensive feedback! Really appreciate it! I will answer point to point

>level editor while the game wasnt out
I needed some fresh air in deving and felt I was too quiet, so my goal was to give something to people so they would could have some fun while I worked on the rest of the game. It didn't take that long, almost 2 weeks, so it wasn't a very big commitment of time.

>undos
Yeah I should. This is the demo level editor, the full one should have undos. I didn't apply them because I wanted to work fast and I have no experience doing them.

>fixed size
It is the size of the game, but it should have variable size for the real thing. Or at least add a "fullscreen" button for the demo

>zoom levels
From my experience it is better if levels are small, but I know that people would appreciate a far zoom so I put it in. Making an even more extreme zoom wouldn't be too helpful I believe. About granularity, maybe. I do like to have the default zoom be easily accesible since it gives the designer a good idea how it would look like on the final game.

>bug
Thanks, I will give it a look later.

>cursor icon
Nice idea! I will try it out.

>label pallete hotkeys
eah. communicating hotkeys is something I have to put some thought into, it would be more convenient than having them hidden on a help menu.

>decoration
I'm unsatisfied with how decoration is used currently, but also because Im disatisfied with how it works in the game. It is something I will have to revisit later on. 

>object menu
Yeah, it is usuable but awkward. I have seen a lot of people not understand how to use it or turn things around. It will need a complete redesign.

>visibility menu
I need to figure outa better way to do it.

>hiding decoration
Sounds good, I can add it.

>landing location of launchpads
Right click drag or when you place it, hold left and choose the position. I should add a dedicated button to it though. Toad range is a bit more difficult since the dragging change their facing direction already.

>moving the game area around
It is something that I wanted to add but ran out of time. The whole "changing level size" option is something I have to revisit.

>grid
I have an idea how to make the subtiles more visible that I will try out next time. For a darker grid, there is a toggle inside the menu. The X/Y offset move the grid one subtile up or the left. Designing a level based on full tiles is something very useful for me and something I mess with regularly, so I felt it was something nice to add in case anyone else needed it.

>line from the object to your cursor
Thats a nice idea.

>unable to save then play
The editor is a different application because I didn't want to mess with putting more spaghetti in an already spaghetti-ed game. I will add it once Im happy enough with it.

>which fairy is the first
Yeah, it is something I left out since it requires coding an entire system that I didn't had time for. Is on my todo which includes the order that fairies ar

>not being able to test them
Aggggh I forgot to make the button visible! I updated the demo, it should be visible. It is in the EXTRA option in the demo's main menu.

>automatic name
It's on purpose, the name you put on there is the title when loading the level. I don't want it to necesarily be the same as the file name. I plan to get away from the file dialog system on the final level editor.

>back button not clickable
Thats odd. If you move your mouse directly down, it works. But if you move it from the side it doesn't. I will need to check whats going on.

>click to choose level
It is something I want to add, it's in my todo list.

>no save
It is a bug, the file exists but the game doesn't recognize it as valid. Sorry for the problems, the last version of the demo has that fixed.

Thanks again for all this feedback, it is really helpful!

(1 edit)

Glad some of what I wrote was helpful. A couple counter points:

From my experience it is better if levels are small

Fair enough, but I think it's quite fun to support large puzzles. I suppose the biggest issue, now that I think about it, is that the puzzles have all this global switch state and multi characters, so large puzzles would actually be hard to play. Guess you win there.

I have an idea how to make the subtiles more visible that I will try out next time. For a darker grid, there is a toggle inside the menu.

I saw the dark mode, I meant that using a different color for the subtile lines would allow telling them apart from the main lines. Especially when zoomed out, all the lines blend together due to the width difference becoming smaller and smaller.

It's on purpose, the name you put on there is the title when loading the level. I don't want it to necesarily be the same as the file name.

True, but using a lot of other software I am used to having a default name(based on title) when starting the save dialogue, for when I don't care about organizing it otherwise. And if you don't want the autoname, you just overwrite it; then if you save a loaded-from-file level, it instead uses the existing file name you chose.

can't play custom levels and no save bug

Oh cool, I thought you couldn't get the level loader working in time or something. Regarding my save, it does appear to have saved one of the incursions I did, either the first or last time I pressed New Game(it has only 1 toad progress but world maps skipped). Looking at the files, both it and the common_demo.sav were modified at the same time, so it's either the first session or the last one if it was overwriting both it and the common every time I did a new game.

I already deleted the game and such so I made a level after redownloading to test it. For some reason I can't delete objects? Didn't happen before, but it's happening consistently between game restarts, reloading levels, and restarting my PC. I'm just confused at this point, since the level builder wasn't updated. I did change the install location but that shouldn't matter. Checking the logs I saw this repeated:

ERROR: Error calling method from signal 'pressed': 'Node2D(LevelCreator.cs)::DeleteSelectedObject': Method not found..
   at: emit_signal (core/object.cpp:1244) - Error calling method from signal 'pressed': 'Node2D(LevelCreator.cs)::DeleteSelectedObject': Method not found..

Just in case I also saw the following:

ERROR: Mono: Core API hash mismatch.
   at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515) - Mono: Core API hash mismatch.
Mono: Log file is: 'C:/Users/doxed/AppData/Roaming/Godot/app_userdata/Poke ALL Toads Level Editor/mono/mono_logs/2026-01-08_02.46.54_16240.log'

https://pastebin.com/B2YpfQQ5


Game won't remember the last location you loaded a custom level from. Very annoying.

You have the option to skip the level from inside a custom level. Should remove that.

If you place two or more flags, the game will softlock when you try to use one of them. Or so I thought, actually you only need more fairies.

Instantly killing you for walking out of level bounds I see. Slightly disappointed.

Well that was a lot more than I thought I'd write about. Let's wrap this up quick. Here's my atrocity, hope you like.


(1 edit) (+1)

>all the lines blend together
I will try making the sub-tiles one dotted so the zoom level doesn't mess with it. A different color is also an option though, I can do both.

>autoname
I should consider that. In the proper final version of the editor there shouldn't be a file dialog at all, so making it create a name based on the title would be better.

>save file
If you started a new game after closing it, yeah the file got overwritten. It is a short game so you can get back to the last place you were in 10-15 minutes but I know it's annoying.

>can't delete
Maybe you deleted by pressing "Delete", since from what I see the UI button was broken. I should post an update regarding that.

>last location you loaded a custom level from
The current way to load levels is a placeholder, I don't want a file dialog system. It is good enough for a demo level editor though.

>skip the level from inside a custom level
Thats reasonable. I should remove it, but later on I might include it again if there are custom level packs.

>atrocity
It is in the shape of a fairy's head! I like it