I would LOVE to see this ported to Godot 4
theogramme
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Thanks you so much for such a long and detailed comment! I'm considering the things you said a lot. I liked how the lack of up/down angle made me feel when replaying the game, so I experimented with it in the expanded/remade version to allow the player to have a better angle while still restricting them a little.
About the walking speed, I increased it for the expanded version and added a way to fly faster horizontally after collecting enough orbs to "level up", which advances the growth of the wings (another feature). Also, since the new map is bigger, I had to tweak the gravity, flying and jump height a lot to make controlling the fairy more dynamic and comfortable! The fairy feels a lot lighter, maybe like a bug would.
I know what you mean when you say you are a masochist gamer, haha. A lot of my game design choices come from the idea that part of the experience also comes from learning to handle "jank" or mechanics that work in a very specific and not intuitive way. I enjoy those things in games so I often add them consciously. Of course, I always expect people to criticize them and I think that's valid and helps me understand better what I want to keep and what I want to improve/make less tedious.
Thanks a lot for this, it always helps me move forward and like what I do!
omg! thanks a lot for this, it made my day! really good criticism and great points. I will make sure to implement coyote time in the expanded/remade version (i'm really used to it too, but had no time to add it or didn't think of prioritizing it)
also I loved the fact that you managed to break the jump/fly mechanic! that's impressive and I had no idea it was a thing
and yeah, silk is definitely the denim of the fairy world
woah! thanks a lot for the detailed feedback, this will help a lot! I wasn't aware of the deadzone issues, I think I'm using default deadzones that Unity has configured !
I totally understand what you mean about not really telling if a bug has been opened or not from the distance, it happened to me while testing but it was too late to make changes.. I'll make sure to fix that one if I end up expanding the game!
I'm glad you liked it!
thank you so much!! i thought about letting the player look up/down, but decided to leave it out to experiment and ended up building everything with that limitation in mind.. my main focus was making it feel like a chill exploration game, inspired by my experience with a game called Tchia, so I love that it was chill <3
thanks so much! I'm glad you like it :D I wish I had more time to polish and extend the game more, but I think I'm happy with the result :) also, thanks so much for writing about it, you made my day!
regarding the issues you talked about, I originally intended the game to be played with one stick or the d-pad (preferably with the later, since having the joystick be used to walk and rotate can get tedious) Thanks for mentioning that, I might add controls for rotating with the right joystick in a future update, and fix the door interaction issues!
hey! Just played a little bit of it and I must say it's really fun! I like how dynamic and juicy every action feels, and how mechanics are introduced with enemies :) I played with both mouse and controller, and found out that the controller makes it way easier to shoot than the mouse! it gets difficult relatively quickly, but not in a frustrating way... I think it's a prototype worth expanding and can get really addictive