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I liked the dialogue a lot too. The chemistry between Ao and Peperi, and of course the true protagonist Mr. Sol, really has some interesting places to go.

My feelings are pretty much the same as the other comments. It's a really fun demo with a neat base idea that lends itself to puzzles. I also liked how you threw in the liquid physics and the ball pit. Those were actually some of my favorite and most memorable parts, so despite their "danger" mentioned below, I'd probably argue in their favor.

There's just one thing I wanted to bring up since I haven't seen it mentioned before: From what I see, ranks are distributed based on completion time right now. However, when I stop to let the dialogue play out, the time also appears to keep running. Just moving on didn't feel right either, since I'd have to worry that the next event might override the current dialogue. 

Bug-wise, I didn't really find anything. When doing a coin collecting run and collecting the final coin with Peperi, I can still make sounds when pressing the jump button, that's all I really managed to find.

So yeah, all in all, very good demo. A lot of love put into details, like the underwater bgm effect and the parallax when doing the big jump with Ao. Good stuff, I had a lot of fun!

(+1)

- Oh ho, so you discovered the true protag!

- That's how I feel about it too. Thinking about making a running gag with the ball pits in fairy-only areas.

- That's correct. Rank has a direct effect on money earned as well. But you wouldn't do green medals to earn money. Yellows give 150% money, and Blue/Reds give 200% money on average. So I wouldn't worry about it in the end, as if you're going for money, you'd not do a green. As for overriding the current dialogue, it actually queues up instead. I have thought about overrides but that's probably not going to work very well.

- Yeah, I don't have actual pausing implemented yet, so that's a thing. I'm aware of it and it'll be fixed pretty soon!

Thanks for playing my game! I'm glad you liked it!