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Forced Advance: Haven't gotten it yet. It's early in the morning so I haven't put too much time into it but it's harder than the others. I've been assuming the extra fairy is just a dud movable fairy and that she doesn't shrink the toads so they can be launched into space.

Synchronized Jumping: Very good use of the whip fairy. Besides the entire middle bridge part it's pretty standard though, just whipping toads and waiting for fairies to be eaten, it's the kind of thing that would be cooler if you were jumping around as a buff fairy and throwing the fairies off instead of waiting for them to get eaten. Obviously, don't put buff fairies next to all the reading fairies because that complicates the puzzle but if there was any way you could add flair to the "getting fairies off the buttons" part it'd be perfect.

The other one, I forgot the name: Not super easy, but not hard at all, doesn't feel too interesting after you've played the other levels since you're just throwing/whipping fairies back and forth which is standard and "use toggled walls to block a fairy mid-jump" has been seen before. If you're planning on putting this close to the introduction of the whip fairy and not at the end of the level then I suppose it works?

Forced advance is maybe the most difficult puzzle in the pack. The extra fairy can only walk, she doesn't have any abilities. I should remove the green lever, it only acts as a red herring.

Synchronized Jumping has proven to be needlessly complex, so I will split it into 2 or 3 different puzzles. But I'm happy you managed to solve it, also thanks for mentioning the strong points of it, I will keep them in mind.

The last puzzle was one where people got stuck in the very very early versions of the game. In hindsight and having watched others playing it, it's two puzzle in one and feels flimsy. Thanks for mentioning stopping a fairy mid-flight happened early on the demo, I didn't pay attention to that. I will need to completely redesign this puzzle.