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Thanks for trying it out in linux! It is the first time I compile it for that OS, so I fully expect me to have messed something up. If you could post that stack trace, it would be helpful to find what could have gone wrong.

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Please do note that first, my laptop is an ancient potato, and second, I used "firejail" to run the game with, and third, it is not the first time I have encountered similar issues with other Godot games, so the problem may be entirely on my end and not at all with your game. So please also get feedback from other users of Linux 😃 .

See https://pastebin.com/YU8Ngjth for the command and command line output.

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I managed to get it running by downloading the Windows version and running "firejail wine ./Poke\ ALL\ Toads\ v0.07.exe" , something that also worked for another Godot game.

The game seems nice and very polished, I honestly don't have much to add.

The one thing that irked me a bit was the exploration/trial-and-error part - being able to scroll around the map and view it, as well as seeing where jumps go, etc., would be nice. However, only a fairly small amount of time is spent for the player on this, and I can imagine that adding the controls, UI, etc. necessary for avoiding this exploration/trial-and-error part is likely considerably larger than the gained benefit both game-design-wise as well as where to focus on improving the game. By "exploration/trial-and-error" I mean stuff like which point a jump-arrow tile goes when not hindered (for instance the level "Caution is for fools"). For any future longer and more difficult levels, where puzzles are harder to figure out, designing the levels in such a way that you can see the whole level easily from the start, as well as having "exploration/trial-and-error" happen somewhat early and at least not late, might be a good idea (unless part of the challenge is to figure the level out without being able to see it all at once). What would be bad in my opinion would be to for instance have an unknown/difficult-to-predict jump-arrow tile at the end of a very long level, making the player start all over again (this is OK for shorter levels).

There's also some silly "haha got you" parts, like with jump-arrow tiles going into space, which I personally am not quite a fan of. Though it fits the "pranky", silly and playful style and aesthetics of the game, so this might well be a positive and nice for players in general than anything else. It might also fit very well with the game's intended audience and market. Just be careful to ensure that it never takes a lot of the players time.

Edit: Clarifies a bit.

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Glad to know you got the windows version working! I still have to look further in the linux version, but I have been busy commenting other demos.

>The one thing that irked me a bit was the exploration/trial-and-error part - being able to scroll around the map and view it, as well as seeing where jumps go, etc., would be nice. However, only a fairly small amount of time is spent for the player on this, and I can imagine that adding the controls, UI, etc. necessary for avoiding this exploration/trial-and-error part is likely considerably larger than the gained benefit both game-design-wise as well as where to focus on improving the game. 
Yup, I don't think that complicating the UI/controls is worth it to add the option of exploring the level from a menu. If the levels are designed around that limitation, there shouldn't be an issue.

>exploration/trial-and-error part
This is something I'm experimenting with. The final game it won't be always possible to solve a puzzle int the very first try. Thats the main thing that "Caution is for fools" is trying to teaches. Some brief experimentation can lead to completely understand how a level works, since part of the level information is hidden. It also gives the player a sense of discovery, which I want to try to keep.

> For any future longer and more difficult levels, where puzzles are harder to figure out, designing the levels in such a way that you can see the whole level easily from the start, as well as having "exploration/trial-and-error" happen somewhat early and at least not late, might be a good idea (unless part of the challenge is to figure the level out without being able to see it all at once).
Good advice, I will take it in mind.

>What would be bad in my opinion would be to for instance have an unknown/difficult-to-predict jump-arrow tile at the end of a very long level, making the player start all over again (this is OK for shorter levels).
Yeah, I have been careful with that so far. I have been debating with myself about the one in "Caution is for fools". I put it there as something playful. It fits with the theme of the level and it is funny to watch, but it also makes the player distrust other arrows in the game.  I will see how people react to it in the following months and make a decision on that.