Touch the screen to steer the butterfly. Fly near flowers to open them, and harvest the succulent nectar
A speedrun through the "Scripted activation" demo level.
I would like to propose some chained actions to solve, so that it would help the player to experience the impact of his gameplay. The pace of the discovering needs to be regulated : from linear progression in order to catch the player's attention to maze levels, or from simple to complex cause/effect relations.
To achieve this, some codes had to be rewritten in order to extend the "activation" feature to more game elements.
Also, some optimizations, adjustments of the player physics, camera behaviour to compensate the HUD ... <3